]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix a use of tempmempool to be loadmodel->mempool
[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_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"};
39 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
40 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
41 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
42 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)"};
43 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
44 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
45 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"};
46 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"};
47 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
48 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"};
49 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"};
50 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"};
51 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
52 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
53 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
54 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
55 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
56 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
57 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
58 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
59 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
60 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
61 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
62 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
63 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 DOWN, otherwise use the model lighting"};
64 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
65 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
66 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"};
67 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"};
68 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
69 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
70
71 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
72 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
73 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
74 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
75 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
76 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
77 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
78 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
79
80 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)"};
81
82 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84 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)"};
85 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
86 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
87 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
88 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
89 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)"};
90 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)"};
91 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)"};
92 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)"};
93 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)"};
94
95 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)"};
96 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
97 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"};
98 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
99 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
100
101 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
102 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
103 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
104 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
105
106 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
107 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
108 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
109 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
110 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
111 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
112 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
113
114 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
115 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
116 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
117 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)"};
118
119 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"};
120
121 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"};
122
123 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
124
125 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
126 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
127 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"};
128 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
129 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
130 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
131
132 extern cvar_t v_glslgamma;
133
134 extern qboolean v_flipped_state;
135
136 static struct r_bloomstate_s
137 {
138         qboolean enabled;
139         qboolean hdr;
140
141         int bloomwidth, bloomheight;
142
143         int screentexturewidth, screentextureheight;
144         rtexture_t *texture_screen;
145
146         int bloomtexturewidth, bloomtextureheight;
147         rtexture_t *texture_bloom;
148
149         // arrays for rendering the screen passes
150         float screentexcoord2f[8];
151         float bloomtexcoord2f[8];
152         float offsettexcoord2f[8];
153 }
154 r_bloomstate;
155
156 r_waterstate_t r_waterstate;
157
158 // shadow volume bsp struct with automatically growing nodes buffer
159 svbsp_t r_svbsp;
160
161 rtexture_t *r_texture_blanknormalmap;
162 rtexture_t *r_texture_white;
163 rtexture_t *r_texture_grey128;
164 rtexture_t *r_texture_black;
165 rtexture_t *r_texture_notexture;
166 rtexture_t *r_texture_whitecube;
167 rtexture_t *r_texture_normalizationcube;
168 rtexture_t *r_texture_fogattenuation;
169 rtexture_t *r_texture_gammaramps;
170 unsigned int r_texture_gammaramps_serial;
171 //rtexture_t *r_texture_fogintensity;
172
173 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
174 unsigned int r_numqueries;
175 unsigned int r_maxqueries;
176
177 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
178 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
179
180 // vertex coordinates for a quad that covers the screen exactly
181 const static float r_screenvertex3f[12] =
182 {
183         0, 0, 0,
184         1, 0, 0,
185         1, 1, 0,
186         0, 1, 0
187 };
188
189 extern void R_DrawModelShadows(void);
190
191 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
192 {
193         int i;
194         for (i = 0;i < verts;i++)
195         {
196                 out[0] = in[0] * r;
197                 out[1] = in[1] * g;
198                 out[2] = in[2] * b;
199                 out[3] = in[3];
200                 in += 4;
201                 out += 4;
202         }
203 }
204
205 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
206 {
207         int i;
208         for (i = 0;i < verts;i++)
209         {
210                 out[0] = r;
211                 out[1] = g;
212                 out[2] = b;
213                 out[3] = a;
214                 out += 4;
215         }
216 }
217
218 // FIXME: move this to client?
219 void FOG_clear(void)
220 {
221         if (gamemode == GAME_NEHAHRA)
222         {
223                 Cvar_Set("gl_fogenable", "0");
224                 Cvar_Set("gl_fogdensity", "0.2");
225                 Cvar_Set("gl_fogred", "0.3");
226                 Cvar_Set("gl_foggreen", "0.3");
227                 Cvar_Set("gl_fogblue", "0.3");
228         }
229         r_refdef.fog_density = 0;
230         r_refdef.fog_red = 0;
231         r_refdef.fog_green = 0;
232         r_refdef.fog_blue = 0;
233         r_refdef.fog_alpha = 1;
234         r_refdef.fog_start = 0;
235         r_refdef.fog_end = 0;
236 }
237
238 float FogForDistance(vec_t dist)
239 {
240         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
241         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
242 }
243
244 float FogPoint_World(const vec3_t p)
245 {
246         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
247 }
248
249 float FogPoint_Model(const vec3_t p)
250 {
251         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
252 }
253
254 static void R_BuildBlankTextures(void)
255 {
256         unsigned char data[4];
257         data[2] = 128; // normal X
258         data[1] = 128; // normal Y
259         data[0] = 255; // normal Z
260         data[3] = 128; // height
261         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
262         data[0] = 255;
263         data[1] = 255;
264         data[2] = 255;
265         data[3] = 255;
266         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
267         data[0] = 128;
268         data[1] = 128;
269         data[2] = 128;
270         data[3] = 255;
271         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
272         data[0] = 0;
273         data[1] = 0;
274         data[2] = 0;
275         data[3] = 255;
276         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
277 }
278
279 static void R_BuildNoTexture(void)
280 {
281         int x, y;
282         unsigned char pix[16][16][4];
283         // this makes a light grey/dark grey checkerboard texture
284         for (y = 0;y < 16;y++)
285         {
286                 for (x = 0;x < 16;x++)
287                 {
288                         if ((y < 8) ^ (x < 8))
289                         {
290                                 pix[y][x][0] = 128;
291                                 pix[y][x][1] = 128;
292                                 pix[y][x][2] = 128;
293                                 pix[y][x][3] = 255;
294                         }
295                         else
296                         {
297                                 pix[y][x][0] = 64;
298                                 pix[y][x][1] = 64;
299                                 pix[y][x][2] = 64;
300                                 pix[y][x][3] = 255;
301                         }
302                 }
303         }
304         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
305 }
306
307 static void R_BuildWhiteCube(void)
308 {
309         unsigned char data[6*1*1*4];
310         memset(data, 255, sizeof(data));
311         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
312 }
313
314 static void R_BuildNormalizationCube(void)
315 {
316         int x, y, side;
317         vec3_t v;
318         vec_t s, t, intensity;
319 #define NORMSIZE 64
320         unsigned char data[6][NORMSIZE][NORMSIZE][4];
321         for (side = 0;side < 6;side++)
322         {
323                 for (y = 0;y < NORMSIZE;y++)
324                 {
325                         for (x = 0;x < NORMSIZE;x++)
326                         {
327                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
328                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
329                                 switch(side)
330                                 {
331                                 default:
332                                 case 0:
333                                         v[0] = 1;
334                                         v[1] = -t;
335                                         v[2] = -s;
336                                         break;
337                                 case 1:
338                                         v[0] = -1;
339                                         v[1] = -t;
340                                         v[2] = s;
341                                         break;
342                                 case 2:
343                                         v[0] = s;
344                                         v[1] = 1;
345                                         v[2] = t;
346                                         break;
347                                 case 3:
348                                         v[0] = s;
349                                         v[1] = -1;
350                                         v[2] = -t;
351                                         break;
352                                 case 4:
353                                         v[0] = s;
354                                         v[1] = -t;
355                                         v[2] = 1;
356                                         break;
357                                 case 5:
358                                         v[0] = -s;
359                                         v[1] = -t;
360                                         v[2] = -1;
361                                         break;
362                                 }
363                                 intensity = 127.0f / sqrt(DotProduct(v, v));
364                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
365                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
366                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
367                                 data[side][y][x][3] = 255;
368                         }
369                 }
370         }
371         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 }
373
374 static void R_BuildFogTexture(void)
375 {
376         int x, b;
377 #define FOGWIDTH 256
378         unsigned char data1[FOGWIDTH][4];
379         //unsigned char data2[FOGWIDTH][4];
380         double d, r, alpha;
381
382         r_refdef.fogmasktable_start = r_refdef.fog_start;
383         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
384         r_refdef.fogmasktable_range = r_refdef.fogrange;
385         r_refdef.fogmasktable_density = r_refdef.fog_density;
386
387         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
388         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
389         {
390                 d = (x * r - r_refdef.fogmasktable_start);
391                 if(developer.integer >= 100)
392                         Con_Printf("%f ", d);
393                 d = max(0, d);
394                 if (r_fog_exp2.integer)
395                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
396                 else
397                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
398                 if(developer.integer >= 100)
399                         Con_Printf(" : %f ", alpha);
400                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
401                 if(developer.integer >= 100)
402                         Con_Printf(" = %f\n", alpha);
403                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
404         }
405
406         for (x = 0;x < FOGWIDTH;x++)
407         {
408                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
409                 data1[x][0] = b;
410                 data1[x][1] = b;
411                 data1[x][2] = b;
412                 data1[x][3] = 255;
413                 //data2[x][0] = 255 - b;
414                 //data2[x][1] = 255 - b;
415                 //data2[x][2] = 255 - b;
416                 //data2[x][3] = 255;
417         }
418         if (r_texture_fogattenuation)
419         {
420                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
421                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
422         }
423         else
424         {
425                 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);
426                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
427         }
428 }
429
430 static const char *builtinshaderstring =
431 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
432 "// written by Forest 'LordHavoc' Hale\n"
433 "\n"
434 "// common definitions between vertex shader and fragment shader:\n"
435 "\n"
436 "//#ifdef __GLSL_CG_DATA_TYPES\n"
437 "//# define myhalf half\n"
438 "//# define myhalf2 half2\n"
439 "//# define myhalf3 half3\n"
440 "//# define myhalf4 half4\n"
441 "//#else\n"
442 "# define myhalf float\n"
443 "# define myhalf2 vec2\n"
444 "# define myhalf3 vec3\n"
445 "# define myhalf4 vec4\n"
446 "//#endif\n"
447 "\n"
448 "#ifdef MODE_DEPTH_OR_SHADOW\n"
449 "\n"
450 "# ifdef VERTEX_SHADER\n"
451 "void main(void)\n"
452 "{\n"
453 "       gl_Position = ftransform();\n"
454 "}\n"
455 "# endif\n"
456 "\n"
457 "#else\n"
458 "\n"
459 "#ifdef MODE_POSTPROCESS\n"
460 "# ifdef VERTEX_SHADER\n"
461 "void main(void)\n"
462 "{\n"
463 "       gl_FrontColor = gl_Color;\n"
464 "       gl_Position = ftransform();\n"
465 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
466 "#ifdef USEGLOW\n"
467 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
468 "#endif\n"
469 "}\n"
470 "# endif\n"
471 "# ifdef FRAGMENT_SHADER\n"
472 "\n"
473 "uniform sampler2D Texture_First;\n"
474 "#ifdef USEGLOW\n"
475 "uniform sampler2D Texture_Second;\n"
476 "#endif\n"
477 "#ifdef USEGAMMARAMPS\n"
478 "uniform sampler2D Texture_GammaRamps;\n"
479 "#endif\n"
480 "#ifdef USEVERTEXTEXTUREBLEND\n"
481 "uniform vec4 TintColor;\n"
482 "#endif\n"
483 "#ifdef USECOLORMOD\n"
484 "uniform vec3 Gamma;\n"
485 "#endif\n"
486 "//uncomment these if you want to use them:\n"
487 "uniform vec4 UserVec1;\n"
488 "// uniform vec4 UserVec2;\n"
489 "// uniform vec4 UserVec3;\n"
490 "// uniform vec4 UserVec4;\n"
491 "// uniform float ClientTime;\n"
492 "uniform vec2 PixelSize;\n"
493 "void main(void)\n"
494 "{\n"
495 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
496 "#ifdef USEGLOW\n"
497 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
498 "#endif\n"
499 "#ifdef USEVERTEXTEXTUREBLEND\n"
500 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
501 "#endif\n"
502 "\n"
503 "#ifdef USEPOSTPROCESSING\n"
504 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
505 "// 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"
506 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
507 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
508 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
509 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
510 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
511 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
512 "#endif\n"
513 "\n"
514 "#ifdef USEGAMMARAMPS\n"
515 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
516 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
517 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
518 "#endif\n"
519 "}\n"
520 "# endif\n"
521 "\n"
522 "\n"
523 "#else\n"
524 "#ifdef MODE_GENERIC\n"
525 "# ifdef VERTEX_SHADER\n"
526 "void main(void)\n"
527 "{\n"
528 "       gl_FrontColor = gl_Color;\n"
529 "#  ifdef USEDIFFUSE\n"
530 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
531 "#  endif\n"
532 "#  ifdef USESPECULAR\n"
533 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
534 "#  endif\n"
535 "       gl_Position = ftransform();\n"
536 "}\n"
537 "# endif\n"
538 "# ifdef FRAGMENT_SHADER\n"
539 "\n"
540 "#  ifdef USEDIFFUSE\n"
541 "uniform sampler2D Texture_First;\n"
542 "#  endif\n"
543 "#  ifdef USESPECULAR\n"
544 "uniform sampler2D Texture_Second;\n"
545 "#  endif\n"
546 "\n"
547 "void main(void)\n"
548 "{\n"
549 "       gl_FragColor = gl_Color;\n"
550 "#  ifdef USEDIFFUSE\n"
551 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
552 "#  endif\n"
553 "\n"
554 "#  ifdef USESPECULAR\n"
555 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
556 "#  endif\n"
557 "#  ifdef USECOLORMAPPING\n"
558 "       gl_FragColor *= tex2;\n"
559 "#  endif\n"
560 "#  ifdef USEGLOW\n"
561 "       gl_FragColor += tex2;\n"
562 "#  endif\n"
563 "#  ifdef USEVERTEXTEXTUREBLEND\n"
564 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
565 "#  endif\n"
566 "}\n"
567 "# endif\n"
568 "\n"
569 "#else // !MODE_GENERIC\n"
570 "\n"
571 "varying vec2 TexCoord;\n"
572 "varying vec2 TexCoordLightmap;\n"
573 "\n"
574 "#ifdef MODE_LIGHTSOURCE\n"
575 "varying vec3 CubeVector;\n"
576 "#endif\n"
577 "\n"
578 "#ifdef MODE_LIGHTSOURCE\n"
579 "varying vec3 LightVector;\n"
580 "#endif\n"
581 "#ifdef MODE_LIGHTDIRECTION\n"
582 "varying vec3 LightVector;\n"
583 "#endif\n"
584 "\n"
585 "varying vec3 EyeVector;\n"
586 "#ifdef USEFOG\n"
587 "varying vec3 EyeVectorModelSpace;\n"
588 "#endif\n"
589 "\n"
590 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
591 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
592 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
593 "\n"
594 "#ifdef MODE_WATER\n"
595 "varying vec4 ModelViewProjectionPosition;\n"
596 "#endif\n"
597 "#ifdef MODE_REFRACTION\n"
598 "varying vec4 ModelViewProjectionPosition;\n"
599 "#endif\n"
600 "#ifdef USEREFLECTION\n"
601 "varying vec4 ModelViewProjectionPosition;\n"
602 "#endif\n"
603 "\n"
604 "\n"
605 "\n"
606 "\n"
607 "\n"
608 "// vertex shader specific:\n"
609 "#ifdef VERTEX_SHADER\n"
610 "\n"
611 "uniform vec3 LightPosition;\n"
612 "uniform vec3 EyePosition;\n"
613 "uniform vec3 LightDir;\n"
614 "\n"
615 "// 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"
616 "\n"
617 "void main(void)\n"
618 "{\n"
619 "       gl_FrontColor = gl_Color;\n"
620 "       // copy the surface texcoord\n"
621 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
622 "#ifndef MODE_LIGHTSOURCE\n"
623 "# ifndef MODE_LIGHTDIRECTION\n"
624 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
625 "# endif\n"
626 "#endif\n"
627 "\n"
628 "#ifdef MODE_LIGHTSOURCE\n"
629 "       // transform vertex position into light attenuation/cubemap space\n"
630 "       // (-1 to +1 across the light box)\n"
631 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
632 "\n"
633 "       // transform unnormalized light direction into tangent space\n"
634 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
635 "       //  normalize it per pixel)\n"
636 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
637 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
638 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
639 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
640 "#endif\n"
641 "\n"
642 "#ifdef MODE_LIGHTDIRECTION\n"
643 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
644 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
645 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
646 "#endif\n"
647 "\n"
648 "       // transform unnormalized eye direction into tangent space\n"
649 "#ifndef USEFOG\n"
650 "       vec3 EyeVectorModelSpace;\n"
651 "#endif\n"
652 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
653 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
654 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
655 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
656 "\n"
657 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
658 "       VectorS = gl_MultiTexCoord1.xyz;\n"
659 "       VectorT = gl_MultiTexCoord2.xyz;\n"
660 "       VectorR = gl_MultiTexCoord3.xyz;\n"
661 "#endif\n"
662 "\n"
663 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
664 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
665 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
666 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
667 "//#endif\n"
668 "\n"
669 "// transform vertex to camera space, using ftransform to match non-VS\n"
670 "       // rendering\n"
671 "       gl_Position = ftransform();\n"
672 "\n"
673 "#ifdef MODE_WATER\n"
674 "       ModelViewProjectionPosition = gl_Position;\n"
675 "#endif\n"
676 "#ifdef MODE_REFRACTION\n"
677 "       ModelViewProjectionPosition = gl_Position;\n"
678 "#endif\n"
679 "#ifdef USEREFLECTION\n"
680 "       ModelViewProjectionPosition = gl_Position;\n"
681 "#endif\n"
682 "}\n"
683 "\n"
684 "#endif // VERTEX_SHADER\n"
685 "\n"
686 "\n"
687 "\n"
688 "\n"
689 "// fragment shader specific:\n"
690 "#ifdef FRAGMENT_SHADER\n"
691 "\n"
692 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
693 "uniform sampler2D Texture_Normal;\n"
694 "uniform sampler2D Texture_Color;\n"
695 "uniform sampler2D Texture_Gloss;\n"
696 "uniform sampler2D Texture_Glow;\n"
697 "uniform sampler2D Texture_SecondaryNormal;\n"
698 "uniform sampler2D Texture_SecondaryColor;\n"
699 "uniform sampler2D Texture_SecondaryGloss;\n"
700 "uniform sampler2D Texture_SecondaryGlow;\n"
701 "uniform sampler2D Texture_Pants;\n"
702 "uniform sampler2D Texture_Shirt;\n"
703 "uniform sampler2D Texture_FogMask;\n"
704 "uniform sampler2D Texture_Lightmap;\n"
705 "uniform sampler2D Texture_Deluxemap;\n"
706 "uniform sampler2D Texture_Refraction;\n"
707 "uniform sampler2D Texture_Reflection;\n"
708 "uniform sampler2D Texture_Attenuation;\n"
709 "uniform samplerCube Texture_Cube;\n"
710 "\n"
711 "uniform myhalf3 LightColor;\n"
712 "uniform myhalf3 AmbientColor;\n"
713 "uniform myhalf3 DiffuseColor;\n"
714 "uniform myhalf3 SpecularColor;\n"
715 "uniform myhalf3 Color_Pants;\n"
716 "uniform myhalf3 Color_Shirt;\n"
717 "uniform myhalf3 FogColor;\n"
718 "\n"
719 "uniform myhalf4 TintColor;\n"
720 "\n"
721 "\n"
722 "//#ifdef MODE_WATER\n"
723 "uniform vec4 DistortScaleRefractReflect;\n"
724 "uniform vec4 ScreenScaleRefractReflect;\n"
725 "uniform vec4 ScreenCenterRefractReflect;\n"
726 "uniform myhalf4 RefractColor;\n"
727 "uniform myhalf4 ReflectColor;\n"
728 "uniform myhalf ReflectFactor;\n"
729 "uniform myhalf ReflectOffset;\n"
730 "//#else\n"
731 "//# ifdef MODE_REFRACTION\n"
732 "//uniform vec4 DistortScaleRefractReflect;\n"
733 "//uniform vec4 ScreenScaleRefractReflect;\n"
734 "//uniform vec4 ScreenCenterRefractReflect;\n"
735 "//uniform myhalf4 RefractColor;\n"
736 "//#  ifdef USEREFLECTION\n"
737 "//uniform myhalf4 ReflectColor;\n"
738 "//#  endif\n"
739 "//# else\n"
740 "//#  ifdef USEREFLECTION\n"
741 "//uniform vec4 DistortScaleRefractReflect;\n"
742 "//uniform vec4 ScreenScaleRefractReflect;\n"
743 "//uniform vec4 ScreenCenterRefractReflect;\n"
744 "//uniform myhalf4 ReflectColor;\n"
745 "//#  endif\n"
746 "//# endif\n"
747 "//#endif\n"
748 "\n"
749 "uniform myhalf GlowScale;\n"
750 "uniform myhalf SceneBrightness;\n"
751 "#ifdef USECONTRASTBOOST\n"
752 "uniform myhalf ContrastBoostCoeff;\n"
753 "#endif\n"
754 "\n"
755 "uniform float OffsetMapping_Scale;\n"
756 "uniform float OffsetMapping_Bias;\n"
757 "uniform float FogRangeRecip;\n"
758 "\n"
759 "uniform myhalf AmbientScale;\n"
760 "uniform myhalf DiffuseScale;\n"
761 "uniform myhalf SpecularScale;\n"
762 "uniform myhalf SpecularPower;\n"
763 "\n"
764 "#ifdef USEOFFSETMAPPING\n"
765 "vec2 OffsetMapping(vec2 TexCoord)\n"
766 "{\n"
767 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
768 "       // 14 sample relief mapping: linear search and then binary search\n"
769 "       // this basically steps forward a small amount repeatedly until it finds\n"
770 "       // itself inside solid, then jitters forward and back using decreasing\n"
771 "       // amounts to find the impact\n"
772 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
773 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
774 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
775 "       vec3 RT = vec3(TexCoord, 1);\n"
776 "       OffsetVector *= 0.1;\n"
777 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
778 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
779 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
780 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
781 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
782 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
783 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
784 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
785 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
786 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
787 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
788 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
789 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
790 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
791 "       return RT.xy;\n"
792 "#else\n"
793 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
794 "       // this basically moves forward the full distance, and then backs up based\n"
795 "       // on height of samples\n"
796 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
797 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
798 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
799 "       TexCoord += OffsetVector;\n"
800 "       OffsetVector *= 0.333;\n"
801 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
802 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
803 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
804 "       return TexCoord;\n"
805 "#endif\n"
806 "}\n"
807 "#endif // USEOFFSETMAPPING\n"
808 "\n"
809 "#ifdef MODE_WATER\n"
810 "\n"
811 "// water pass\n"
812 "void main(void)\n"
813 "{\n"
814 "#ifdef USEOFFSETMAPPING\n"
815 "       // apply offsetmapping\n"
816 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
817 "#define TexCoord TexCoordOffset\n"
818 "#endif\n"
819 "\n"
820 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
821 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
822 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
823 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
824 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
825 "}\n"
826 "\n"
827 "#else // !MODE_WATER\n"
828 "#ifdef MODE_REFRACTION\n"
829 "\n"
830 "// refraction pass\n"
831 "void main(void)\n"
832 "{\n"
833 "#ifdef USEOFFSETMAPPING\n"
834 "       // apply offsetmapping\n"
835 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
836 "#define TexCoord TexCoordOffset\n"
837 "#endif\n"
838 "\n"
839 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
840 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
841 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
842 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
843 "}\n"
844 "\n"
845 "#else // !MODE_REFRACTION\n"
846 "void main(void)\n"
847 "{\n"
848 "#ifdef USEOFFSETMAPPING\n"
849 "       // apply offsetmapping\n"
850 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
851 "#define TexCoord TexCoordOffset\n"
852 "#endif\n"
853 "\n"
854 "       // combine the diffuse textures (base, pants, shirt)\n"
855 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
856 "#ifdef USECOLORMAPPING\n"
857 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
858 "#endif\n"
859 "#ifdef USEVERTEXTEXTUREBLEND\n"
860 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
861 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
862 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
863 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
864 "       color.a = 1.0;\n"
865 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
866 "#endif\n"
867 "\n"
868 "#ifdef USEDIFFUSE\n"
869 "       // get the surface normal and the gloss color\n"
870 "# ifdef USEVERTEXTEXTUREBLEND\n"
871 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
872 "#  ifdef USESPECULAR\n"
873 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
874 "#  endif\n"
875 "# else\n"
876 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
877 "#  ifdef USESPECULAR\n"
878 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
879 "#  endif\n"
880 "# endif\n"
881 "#endif\n"
882 "\n"
883 "\n"
884 "\n"
885 "#ifdef MODE_LIGHTSOURCE\n"
886 "       // light source\n"
887 "\n"
888 "       // calculate surface normal, light normal, and specular normal\n"
889 "       // compute color intensity for the two textures (colormap and glossmap)\n"
890 "       // scale by light color and attenuation as efficiently as possible\n"
891 "       // (do as much scalar math as possible rather than vector math)\n"
892 "# ifdef USEDIFFUSE\n"
893 "       // get the light normal\n"
894 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
895 "# endif\n"
896 "# ifdef USESPECULAR\n"
897 "#  ifndef USEEXACTSPECULARMATH\n"
898 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
899 "\n"
900 "#  endif\n"
901 "       // calculate directional shading\n"
902 "#  ifdef USEEXACTSPECULARMATH\n"
903 "       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"
904 "#  else\n"
905 "       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"
906 "#  endif\n"
907 "# else\n"
908 "#  ifdef USEDIFFUSE\n"
909 "       // calculate directional shading\n"
910 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
911 "#  else\n"
912 "       // calculate directionless shading\n"
913 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
914 "#  endif\n"
915 "# endif\n"
916 "\n"
917 "# ifdef USECUBEFILTER\n"
918 "       // apply light cubemap filter\n"
919 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
920 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
921 "# endif\n"
922 "#endif // MODE_LIGHTSOURCE\n"
923 "\n"
924 "\n"
925 "\n"
926 "\n"
927 "#ifdef MODE_LIGHTDIRECTION\n"
928 "       // directional model lighting\n"
929 "# ifdef USEDIFFUSE\n"
930 "       // get the light normal\n"
931 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
932 "# endif\n"
933 "# ifdef USESPECULAR\n"
934 "       // calculate directional shading\n"
935 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
936 "#  ifdef USEEXACTSPECULARMATH\n"
937 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
938 "#  else\n"
939 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
940 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
941 "#  endif\n"
942 "# else\n"
943 "#  ifdef USEDIFFUSE\n"
944 "\n"
945 "       // calculate directional shading\n"
946 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
947 "#  else\n"
948 "       color.rgb *= AmbientColor;\n"
949 "#  endif\n"
950 "# endif\n"
951 "#endif // MODE_LIGHTDIRECTION\n"
952 "\n"
953 "\n"
954 "\n"
955 "\n"
956 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
957 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
958 "\n"
959 "       // get the light normal\n"
960 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
961 "       myhalf3 diffusenormal;\n"
962 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
963 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
964 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
965 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
966 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
967 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
968 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
969 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
970 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
971 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
972 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
973 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
974 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
975 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
976 "# ifdef USESPECULAR\n"
977 "#  ifdef USEEXACTSPECULARMATH\n"
978 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
979 "#  else\n"
980 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
981 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
982 "#  endif\n"
983 "# endif\n"
984 "\n"
985 "       // apply lightmap color\n"
986 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
987 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
988 "\n"
989 "\n"
990 "\n"
991 "\n"
992 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
993 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
994 "\n"
995 "       // get the light normal\n"
996 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
997 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
998 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
999 "# ifdef USESPECULAR\n"
1000 "#  ifdef USEEXACTSPECULARMATH\n"
1001 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1002 "#  else\n"
1003 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1004 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1005 "#  endif\n"
1006 "# endif\n"
1007 "\n"
1008 "       // apply lightmap color\n"
1009 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1010 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1011 "\n"
1012 "\n"
1013 "\n"
1014 "\n"
1015 "#ifdef MODE_LIGHTMAP\n"
1016 "       // apply lightmap color\n"
1017 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1018 "#endif // MODE_LIGHTMAP\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "#ifdef MODE_VERTEXCOLOR\n"
1024 "       // apply lightmap color\n"
1025 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1026 "#endif // MODE_VERTEXCOLOR\n"
1027 "\n"
1028 "\n"
1029 "\n"
1030 "\n"
1031 "#ifdef MODE_FLATCOLOR\n"
1032 "#endif // MODE_FLATCOLOR\n"
1033 "\n"
1034 "\n"
1035 "\n"
1036 "\n"
1037 "\n"
1038 "\n"
1039 "\n"
1040 "       color *= TintColor;\n"
1041 "\n"
1042 "#ifdef USEGLOW\n"
1043 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1044 "#endif\n"
1045 "\n"
1046 "#ifdef USECONTRASTBOOST\n"
1047 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1048 "#endif\n"
1049 "\n"
1050 "       color.rgb *= SceneBrightness;\n"
1051 "\n"
1052 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1053 "#ifdef USEFOG\n"
1054 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1055 "#endif\n"
1056 "\n"
1057 "       // 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"
1058 "#ifdef USEREFLECTION\n"
1059 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1060 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1061 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1062 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1063 "#endif\n"
1064 "\n"
1065 "       gl_FragColor = vec4(color);\n"
1066 "}\n"
1067 "#endif // !MODE_REFRACTION\n"
1068 "#endif // !MODE_WATER\n"
1069 "\n"
1070 "#endif // FRAGMENT_SHADER\n"
1071 "\n"
1072 "#endif // !MODE_GENERIC\n"
1073 "#endif // !MODE_POSTPROCESS\n"
1074 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1075 ;
1076
1077 typedef struct shaderpermutationinfo_s
1078 {
1079         const char *pretext;
1080         const char *name;
1081 }
1082 shaderpermutationinfo_t;
1083
1084 typedef struct shadermodeinfo_s
1085 {
1086         const char *vertexfilename;
1087         const char *geometryfilename;
1088         const char *fragmentfilename;
1089         const char *pretext;
1090         const char *name;
1091 }
1092 shadermodeinfo_t;
1093
1094 typedef enum shaderpermutation_e
1095 {
1096         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1097         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1098         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1099         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1100         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1101         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1102         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1103         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1104         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1105         SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1106         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1107         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1108         SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1109         SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1110         SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1111         SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1112 }
1113 shaderpermutation_t;
1114
1115 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1116 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1117 {
1118         {"#define USEDIFFUSE\n", " diffuse"},
1119         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1120         {"#define USECOLORMAPPING\n", " colormapping"},
1121         {"#define USECONTRASTBOOST\n", " contrastboost"},
1122         {"#define USEFOG\n", " fog"},
1123         {"#define USECUBEFILTER\n", " cubefilter"},
1124         {"#define USEGLOW\n", " glow"},
1125         {"#define USESPECULAR\n", " specular"},
1126         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1127         {"#define USEREFLECTION\n", " reflection"},
1128         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1129         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1130         {"#define USEGAMMARAMPS\n", " gammaramps"},
1131         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1132 };
1133
1134 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1135 typedef enum shadermode_e
1136 {
1137         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1138         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1139         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1140         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1141         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1142         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1143         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1144         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1145         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1146         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1147         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1148         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1149         SHADERMODE_COUNT
1150 }
1151 shadermode_t;
1152
1153 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1154 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1155 {
1156         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1157         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1158         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1159         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1160         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1161         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1162         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1163         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1164         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1165         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1166         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1167         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1168 };
1169
1170 typedef struct r_glsl_permutation_s
1171 {
1172         // indicates if we have tried compiling this permutation already
1173         qboolean compiled;
1174         // 0 if compilation failed
1175         int program;
1176         // locations of detected uniforms in program object, or -1 if not found
1177         int loc_Texture_First;
1178         int loc_Texture_Second;
1179         int loc_Texture_GammaRamps;
1180         int loc_Texture_Normal;
1181         int loc_Texture_Color;
1182         int loc_Texture_Gloss;
1183         int loc_Texture_Glow;
1184         int loc_Texture_SecondaryNormal;
1185         int loc_Texture_SecondaryColor;
1186         int loc_Texture_SecondaryGloss;
1187         int loc_Texture_SecondaryGlow;
1188         int loc_Texture_Pants;
1189         int loc_Texture_Shirt;
1190         int loc_Texture_FogMask;
1191         int loc_Texture_Lightmap;
1192         int loc_Texture_Deluxemap;
1193         int loc_Texture_Attenuation;
1194         int loc_Texture_Cube;
1195         int loc_Texture_Refraction;
1196         int loc_Texture_Reflection;
1197         int loc_FogColor;
1198         int loc_LightPosition;
1199         int loc_EyePosition;
1200         int loc_Color_Pants;
1201         int loc_Color_Shirt;
1202         int loc_FogRangeRecip;
1203         int loc_AmbientScale;
1204         int loc_DiffuseScale;
1205         int loc_SpecularScale;
1206         int loc_SpecularPower;
1207         int loc_GlowScale;
1208         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1209         int loc_OffsetMapping_Scale;
1210         int loc_TintColor;
1211         int loc_AmbientColor;
1212         int loc_DiffuseColor;
1213         int loc_SpecularColor;
1214         int loc_LightDir;
1215         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1216         int loc_GammaCoeff; // 1 / gamma
1217         int loc_DistortScaleRefractReflect;
1218         int loc_ScreenScaleRefractReflect;
1219         int loc_ScreenCenterRefractReflect;
1220         int loc_RefractColor;
1221         int loc_ReflectColor;
1222         int loc_ReflectFactor;
1223         int loc_ReflectOffset;
1224         int loc_UserVec1;
1225         int loc_UserVec2;
1226         int loc_UserVec3;
1227         int loc_UserVec4;
1228         int loc_ClientTime;
1229         int loc_PixelSize;
1230 }
1231 r_glsl_permutation_t;
1232
1233 // information about each possible shader permutation
1234 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1235 // currently selected permutation
1236 r_glsl_permutation_t *r_glsl_permutation;
1237
1238 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1239 {
1240         char *shaderstring;
1241         if (!filename || !filename[0])
1242                 return NULL;
1243         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1244         if (shaderstring)
1245         {
1246                 if (printfromdisknotice)
1247                         Con_DPrint("from disk... ");
1248                 return shaderstring;
1249         }
1250         else if (!strcmp(filename, "glsl/default.glsl"))
1251         {
1252                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1253                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1254         }
1255         return shaderstring;
1256 }
1257
1258 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1259 {
1260         int i;
1261         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1262         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1263         int vertstrings_count = 0;
1264         int geomstrings_count = 0;
1265         int fragstrings_count = 0;
1266         char *vertexstring, *geometrystring, *fragmentstring;
1267         const char *vertstrings_list[32+3];
1268         const char *geomstrings_list[32+3];
1269         const char *fragstrings_list[32+3];
1270         char permutationname[256];
1271
1272         if (p->compiled)
1273                 return;
1274         p->compiled = true;
1275         p->program = 0;
1276
1277         permutationname[0] = 0;
1278         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1279         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1280         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1281
1282         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1283
1284         // the first pretext is which type of shader to compile as
1285         // (later these will all be bound together as a program object)
1286         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1287         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1288         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1289
1290         // the second pretext is the mode (for example a light source)
1291         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1292         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1293         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1294         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1295
1296         // now add all the permutation pretexts
1297         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1298         {
1299                 if (permutation & (1<<i))
1300                 {
1301                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1302                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1303                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1304                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1305                 }
1306                 else
1307                 {
1308                         // keep line numbers correct
1309                         vertstrings_list[vertstrings_count++] = "\n";
1310                         geomstrings_list[geomstrings_count++] = "\n";
1311                         fragstrings_list[fragstrings_count++] = "\n";
1312                 }
1313         }
1314
1315         // now append the shader text itself
1316         vertstrings_list[vertstrings_count++] = vertexstring;
1317         geomstrings_list[geomstrings_count++] = geometrystring;
1318         fragstrings_list[fragstrings_count++] = fragmentstring;
1319
1320         // if any sources were NULL, clear the respective list
1321         if (!vertexstring)
1322                 vertstrings_count = 0;
1323         if (!geometrystring)
1324                 geomstrings_count = 0;
1325         if (!fragmentstring)
1326                 fragstrings_count = 0;
1327
1328         // compile the shader program
1329         if (vertstrings_count + geomstrings_count + fragstrings_count)
1330                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1331         if (p->program)
1332         {
1333                 CHECKGLERROR
1334                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1335                 // look up all the uniform variable names we care about, so we don't
1336                 // have to look them up every time we set them
1337                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1338                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1339                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1340                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1341                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1342                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1343                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1344                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1345                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1346                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1347                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1348                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1349                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1350                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1351                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1352                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1353                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1354                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1355                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1356                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1357                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1358                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1359                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1360                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1361                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1362                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1363                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1364                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1365                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1366                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1367                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1368                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1369                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1370                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1371                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1372                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1373                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1374                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1375                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1376                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1377                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1378                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1379                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1380                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1381                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1382                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1383                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1384                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1385                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1386                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1387                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1388                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1389                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1390                 // initialize the samplers to refer to the texture units we use
1391                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1392                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1393                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1394                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1395                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1396                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1397                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1398                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1399                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1400                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1401                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1402                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1403                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1404                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1405                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1406                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1407                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1408                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1409                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1410                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1411                 CHECKGLERROR
1412                 if (developer.integer)
1413                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1414         }
1415         else
1416                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1417
1418         // free the strings
1419         if (vertexstring)
1420                 Mem_Free(vertexstring);
1421         if (geometrystring)
1422                 Mem_Free(geometrystring);
1423         if (fragmentstring)
1424                 Mem_Free(fragmentstring);
1425 }
1426
1427 void R_GLSL_Restart_f(void)
1428 {
1429         unsigned int mode;
1430         unsigned int permutation;
1431         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1432                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1433                         if (r_glsl_permutations[mode][permutation].program)
1434                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1435         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1436 }
1437
1438 void R_GLSL_DumpShader_f(void)
1439 {
1440         int i;
1441
1442         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1443         if(!file)
1444         {
1445                 Con_Printf("failed to write to glsl/default.glsl\n");
1446                 return;
1447         }
1448
1449         FS_Print(file, "// The engine may define the following macros:\n");
1450         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1451         for (i = 0;i < SHADERMODE_COUNT;i++)
1452                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1453         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1455         FS_Print(file, "\n");
1456         FS_Print(file, builtinshaderstring);
1457         FS_Close(file);
1458
1459         Con_Printf("glsl/default.glsl written\n");
1460 }
1461
1462 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1463 {
1464         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1465         if (r_glsl_permutation != perm)
1466         {
1467                 r_glsl_permutation = perm;
1468                 if (!r_glsl_permutation->program)
1469                 {
1470                         if (!r_glsl_permutation->compiled)
1471                                 R_GLSL_CompilePermutation(mode, permutation);
1472                         if (!r_glsl_permutation->program)
1473                         {
1474                                 // remove features until we find a valid permutation
1475                                 int i;
1476                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1477                                 {
1478                                         // reduce i more quickly whenever it would not remove any bits
1479                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1480                                         if (!(permutation & j))
1481                                                 continue;
1482                                         permutation -= j;
1483                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1484                                         if (!r_glsl_permutation->compiled)
1485                                                 R_GLSL_CompilePermutation(mode, permutation);
1486                                         if (r_glsl_permutation->program)
1487                                                 break;
1488                                 }
1489                                 if (i >= SHADERPERMUTATION_COUNT)
1490                                 {
1491                                         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");
1492                                         Cvar_SetValueQuick(&r_glsl, 0);
1493                                         R_GLSL_Restart_f(); // unload shaders
1494                                         return; // no bit left to clear
1495                                 }
1496                         }
1497                 }
1498                 CHECKGLERROR
1499                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1500         }
1501 }
1502
1503 void R_SetupGenericShader(qboolean usetexture)
1504 {
1505         if (gl_support_fragment_shader)
1506         {
1507                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1508                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1509                 else if (r_glsl_permutation)
1510                 {
1511                         r_glsl_permutation = NULL;
1512                         qglUseProgramObjectARB(0);CHECKGLERROR
1513                 }
1514         }
1515 }
1516
1517 void R_SetupGenericTwoTextureShader(int texturemode)
1518 {
1519         if (gl_support_fragment_shader)
1520         {
1521                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1522                         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))));
1523                 else if (r_glsl_permutation)
1524                 {
1525                         r_glsl_permutation = NULL;
1526                         qglUseProgramObjectARB(0);CHECKGLERROR
1527                 }
1528         }
1529         if (!r_glsl_permutation)
1530         {
1531                 if (texturemode == GL_DECAL && gl_combine.integer)
1532                         texturemode = GL_INTERPOLATE_ARB;
1533                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1534         }
1535 }
1536
1537 void R_SetupDepthOrShadowShader(void)
1538 {
1539         if (gl_support_fragment_shader)
1540         {
1541                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1542                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1543                 else if (r_glsl_permutation)
1544                 {
1545                         r_glsl_permutation = NULL;
1546                         qglUseProgramObjectARB(0);CHECKGLERROR
1547                 }
1548         }
1549 }
1550
1551 extern rtexture_t *r_shadow_attenuationgradienttexture;
1552 extern rtexture_t *r_shadow_attenuation2dtexture;
1553 extern rtexture_t *r_shadow_attenuation3dtexture;
1554 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1555 {
1556         // select a permutation of the lighting shader appropriate to this
1557         // combination of texture, entity, light source, and fogging, only use the
1558         // minimum features necessary to avoid wasting rendering time in the
1559         // fragment shader on features that are not being used
1560         unsigned int permutation = 0;
1561         unsigned int mode = 0;
1562         // TODO: implement geometry-shader based shadow volumes someday
1563         if (r_glsl_offsetmapping.integer)
1564         {
1565                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1566                 if (r_glsl_offsetmapping_reliefmapping.integer)
1567                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1568         }
1569         if (rsurfacepass == RSURFPASS_BACKGROUND)
1570         {
1571                 // distorted background
1572                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1573                         mode = SHADERMODE_WATER;
1574                 else
1575                         mode = SHADERMODE_REFRACTION;
1576         }
1577         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1578         {
1579                 // light source
1580                 mode = SHADERMODE_LIGHTSOURCE;
1581                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1582                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1583                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1584                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1585                 if (diffusescale > 0)
1586                         permutation |= SHADERPERMUTATION_DIFFUSE;
1587                 if (specularscale > 0)
1588                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1589                 if (r_refdef.fogenabled)
1590                         permutation |= SHADERPERMUTATION_FOG;
1591                 if (rsurface.texture->colormapping)
1592                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1593                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1594                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1595         }
1596         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1597         {
1598                 // unshaded geometry (fullbright or ambient model lighting)
1599                 mode = SHADERMODE_FLATCOLOR;
1600                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1601                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1602                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1603                         permutation |= SHADERPERMUTATION_GLOW;
1604                 if (r_refdef.fogenabled)
1605                         permutation |= SHADERPERMUTATION_FOG;
1606                 if (rsurface.texture->colormapping)
1607                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1608                 if (r_glsl_offsetmapping.integer)
1609                 {
1610                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1611                         if (r_glsl_offsetmapping_reliefmapping.integer)
1612                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1613                 }
1614                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1615                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1616                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1617                         permutation |= SHADERPERMUTATION_REFLECTION;
1618         }
1619         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1620         {
1621                 // directional model lighting
1622                 mode = SHADERMODE_LIGHTDIRECTION;
1623                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1624                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1625                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1626                         permutation |= SHADERPERMUTATION_GLOW;
1627                 permutation |= SHADERPERMUTATION_DIFFUSE;
1628                 if (specularscale > 0)
1629                         permutation |= SHADERPERMUTATION_SPECULAR;
1630                 if (r_refdef.fogenabled)
1631                         permutation |= SHADERPERMUTATION_FOG;
1632                 if (rsurface.texture->colormapping)
1633                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1634                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1635                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1636                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1637                         permutation |= SHADERPERMUTATION_REFLECTION;
1638         }
1639         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1640         {
1641                 // ambient model lighting
1642                 mode = SHADERMODE_LIGHTDIRECTION;
1643                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1644                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1645                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1646                         permutation |= SHADERPERMUTATION_GLOW;
1647                 if (r_refdef.fogenabled)
1648                         permutation |= SHADERPERMUTATION_FOG;
1649                 if (rsurface.texture->colormapping)
1650                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1651                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1652                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1653                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1654                         permutation |= SHADERPERMUTATION_REFLECTION;
1655         }
1656         else
1657         {
1658                 // lightmapped wall
1659                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1660                 {
1661                         // deluxemapping (light direction texture)
1662                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1663                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1664                         else
1665                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1666                         permutation |= SHADERPERMUTATION_DIFFUSE;
1667                         if (specularscale > 0)
1668                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1669                 }
1670                 else if (r_glsl_deluxemapping.integer >= 2)
1671                 {
1672                         // fake deluxemapping (uniform light direction in tangentspace)
1673                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1674                         permutation |= SHADERPERMUTATION_DIFFUSE;
1675                         if (specularscale > 0)
1676                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1677                 }
1678                 else if (rsurface.uselightmaptexture)
1679                 {
1680                         // ordinary lightmapping (q1bsp, q3bsp)
1681                         mode = SHADERMODE_LIGHTMAP;
1682                 }
1683                 else
1684                 {
1685                         // ordinary vertex coloring (q3bsp)
1686                         mode = SHADERMODE_VERTEXCOLOR;
1687                 }
1688                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1689                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1690                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1691                         permutation |= SHADERPERMUTATION_GLOW;
1692                 if (r_refdef.fogenabled)
1693                         permutation |= SHADERPERMUTATION_FOG;
1694                 if (rsurface.texture->colormapping)
1695                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1696                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1697                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1698                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1699                         permutation |= SHADERPERMUTATION_REFLECTION;
1700         }
1701         if(permutation & SHADERPERMUTATION_SPECULAR)
1702                 if(r_shadow_glossexact.integer)
1703                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1704         R_SetupShader_SetPermutation(mode, permutation);
1705         if (mode == SHADERMODE_LIGHTSOURCE)
1706         {
1707                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1708                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1709                 {
1710                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1711                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1712                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1713                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1714                 }
1715                 else
1716                 {
1717                         // ambient only is simpler
1718                         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]);
1719                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1720                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1721                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1722                 }
1723                 // additive passes are only darkened by fog, not tinted
1724                 if (r_glsl_permutation->loc_FogColor >= 0)
1725                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1726         }
1727         else
1728         {
1729                 if (mode == SHADERMODE_LIGHTDIRECTION)
1730                 {
1731                         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);
1732                         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);
1733                         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);
1734                         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]);
1735                 }
1736                 else
1737                 {
1738                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1739                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1740                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1741                 }
1742                 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]);
1743                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1744                 // additive passes are only darkened by fog, not tinted
1745                 if (r_glsl_permutation->loc_FogColor >= 0)
1746                 {
1747                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1748                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1749                         else
1750                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1751                 }
1752                 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);
1753                 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]);
1754                 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]);
1755                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1756                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1757                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1758                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1759         }
1760         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1761         {
1762                 // The formula used is actually:
1763                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1764                 //   color.rgb *= SceneBrightness;
1765                 // simplified:
1766                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1767                 // and do [[calculations]] here in the engine
1768                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1769                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1770         }
1771         else
1772                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1773         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1774         if (r_glsl_permutation->loc_Color_Pants >= 0)
1775         {
1776                 if (rsurface.texture->currentskinframe->pants)
1777                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1778                 else
1779                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1780         }
1781         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1782         {
1783                 if (rsurface.texture->currentskinframe->shirt)
1784                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1785                 else
1786                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1787         }
1788         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1789         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1790         {
1791                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1792         }
1793         else
1794         {
1795                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1796         }
1797         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1798         CHECKGLERROR
1799 }
1800
1801 #define SKINFRAME_HASH 1024
1802
1803 typedef struct
1804 {
1805         int loadsequence; // incremented each level change
1806         memexpandablearray_t array;
1807         skinframe_t *hash[SKINFRAME_HASH];
1808 }
1809 r_skinframe_t;
1810 r_skinframe_t r_skinframe;
1811
1812 void R_SkinFrame_PrepareForPurge(void)
1813 {
1814         r_skinframe.loadsequence++;
1815         // wrap it without hitting zero
1816         if (r_skinframe.loadsequence >= 200)
1817                 r_skinframe.loadsequence = 1;
1818 }
1819
1820 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1821 {
1822         if (!skinframe)
1823                 return;
1824         // mark the skinframe as used for the purging code
1825         skinframe->loadsequence = r_skinframe.loadsequence;
1826 }
1827
1828 void R_SkinFrame_Purge(void)
1829 {
1830         int i;
1831         skinframe_t *s;
1832         for (i = 0;i < SKINFRAME_HASH;i++)
1833         {
1834                 for (s = r_skinframe.hash[i];s;s = s->next)
1835                 {
1836                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1837                         {
1838                                 if (s->merged == s->base)
1839                                         s->merged = NULL;
1840                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1841                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1842                                 R_PurgeTexture(s->merged);s->merged = NULL;
1843                                 R_PurgeTexture(s->base  );s->base   = NULL;
1844                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1845                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1846                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1847                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1848                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1849                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1850                                 s->loadsequence = 0;
1851                         }
1852                 }
1853         }
1854 }
1855
1856 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1857         skinframe_t *item;
1858         char basename[MAX_QPATH];
1859
1860         Image_StripImageExtension(name, basename, sizeof(basename));
1861
1862         if( last == NULL ) {
1863                 int hashindex;
1864                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1865                 item = r_skinframe.hash[hashindex];
1866         } else {
1867                 item = last->next;
1868         }
1869
1870         // linearly search through the hash bucket
1871         for( ; item ; item = item->next ) {
1872                 if( !strcmp( item->basename, basename ) ) {
1873                         return item;
1874                 }
1875         }
1876         return NULL;
1877 }
1878
1879 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1880 {
1881         skinframe_t *item;
1882         int hashindex;
1883         char basename[MAX_QPATH];
1884
1885         Image_StripImageExtension(name, basename, sizeof(basename));
1886
1887         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1888         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1889                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1890                         break;
1891
1892         if (!item) {
1893                 rtexture_t *dyntexture;
1894                 // check whether its a dynamic texture
1895                 dyntexture = CL_GetDynTexture( basename );
1896                 if (!add && !dyntexture)
1897                         return NULL;
1898                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1899                 memset(item, 0, sizeof(*item));
1900                 strlcpy(item->basename, basename, sizeof(item->basename));
1901                 item->base = dyntexture; // either NULL or dyntexture handle
1902                 item->textureflags = textureflags;
1903                 item->comparewidth = comparewidth;
1904                 item->compareheight = compareheight;
1905                 item->comparecrc = comparecrc;
1906                 item->next = r_skinframe.hash[hashindex];
1907                 r_skinframe.hash[hashindex] = item;
1908         }
1909         else if( item->base == NULL )
1910         {
1911                 rtexture_t *dyntexture;
1912                 // check whether its a dynamic texture
1913                 // 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]
1914                 dyntexture = CL_GetDynTexture( basename );
1915                 item->base = dyntexture; // either NULL or dyntexture handle
1916         }
1917
1918         R_SkinFrame_MarkUsed(item);
1919         return item;
1920 }
1921
1922 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1923         { \
1924                 unsigned long long avgcolor[5], wsum; \
1925                 int pix, comp, w; \
1926                 avgcolor[0] = 0; \
1927                 avgcolor[1] = 0; \
1928                 avgcolor[2] = 0; \
1929                 avgcolor[3] = 0; \
1930                 avgcolor[4] = 0; \
1931                 wsum = 0; \
1932                 for(pix = 0; pix < cnt; ++pix) \
1933                 { \
1934                         w = 0; \
1935                         for(comp = 0; comp < 3; ++comp) \
1936                                 w += getpixel; \
1937                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1938                         { \
1939                                 ++wsum; \
1940                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1941                                 w = getpixel; \
1942                                 for(comp = 0; comp < 3; ++comp) \
1943                                         avgcolor[comp] += getpixel * w; \
1944                                 avgcolor[3] += w; \
1945                         } \
1946                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1947                         avgcolor[4] += getpixel; \
1948                 } \
1949                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1950                         avgcolor[3] = 1; \
1951                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1952                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1953                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1954                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1955         }
1956
1957 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1958 {
1959         // FIXME: it should be possible to disable loading various layers using
1960         // cvars, to prevent wasted loading time and memory usage if the user does
1961         // not want them
1962         qboolean loadnormalmap = true;
1963         qboolean loadgloss = true;
1964         qboolean loadpantsandshirt = true;
1965         qboolean loadglow = true;
1966         int j;
1967         unsigned char *pixels;
1968         unsigned char *bumppixels;
1969         unsigned char *basepixels = NULL;
1970         int basepixels_width;
1971         int basepixels_height;
1972         skinframe_t *skinframe;
1973
1974         *has_alpha = false;
1975
1976         if (cls.state == ca_dedicated)
1977                 return NULL;
1978
1979         // return an existing skinframe if already loaded
1980         // if loading of the first image fails, don't make a new skinframe as it
1981         // would cause all future lookups of this to be missing
1982         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1983         if (skinframe && skinframe->base)
1984                 return skinframe;
1985
1986         basepixels = loadimagepixelsbgra(name, complain, true);
1987         if (basepixels == NULL)
1988                 return NULL;
1989
1990         if (developer_loading.integer)
1991                 Con_Printf("loading skin \"%s\"\n", name);
1992
1993         // we've got some pixels to store, so really allocate this new texture now
1994         if (!skinframe)
1995                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1996         skinframe->stain = NULL;
1997         skinframe->merged = NULL;
1998         skinframe->base = r_texture_notexture;
1999         skinframe->pants = NULL;
2000         skinframe->shirt = NULL;
2001         skinframe->nmap = r_texture_blanknormalmap;
2002         skinframe->gloss = NULL;
2003         skinframe->glow = NULL;
2004         skinframe->fog = NULL;
2005
2006         basepixels_width = image_width;
2007         basepixels_height = image_height;
2008         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);
2009
2010         if (textureflags & TEXF_ALPHA)
2011         {
2012                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2013                         if (basepixels[j] < 255)
2014                                 break;
2015                 if (j < basepixels_width * basepixels_height * 4)
2016                 {
2017                         // has transparent pixels
2018                         *has_alpha = true;
2019                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2020                         for (j = 0;j < image_width * image_height * 4;j += 4)
2021                         {
2022                                 pixels[j+0] = 255;
2023                                 pixels[j+1] = 255;
2024                                 pixels[j+2] = 255;
2025                                 pixels[j+3] = basepixels[j+3];
2026                         }
2027                         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);
2028                         Mem_Free(pixels);
2029                 }
2030         }
2031
2032         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2033         //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]);
2034
2035         // _norm is the name used by tenebrae and has been adopted as standard
2036         if (loadnormalmap)
2037         {
2038                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2039                 {
2040                         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);
2041                         Mem_Free(pixels);
2042                         pixels = NULL;
2043                 }
2044                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2045                 {
2046                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2047                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2048                         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);
2049                         Mem_Free(pixels);
2050                         Mem_Free(bumppixels);
2051                 }
2052                 else if (r_shadow_bumpscale_basetexture.value > 0)
2053                 {
2054                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2055                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2056                         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);
2057                         Mem_Free(pixels);
2058                 }
2059         }
2060         // _luma is supported for tenebrae compatibility
2061         // (I think it's a very stupid name, but oh well)
2062         // _glow is the preferred name
2063         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;}
2064         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;}
2065         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;}
2066         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;}
2067
2068         if (basepixels)
2069                 Mem_Free(basepixels);
2070
2071         return skinframe;
2072 }
2073
2074 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2075 {
2076         qboolean has_alpha;
2077         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2078 }
2079
2080 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)
2081 {
2082         int i;
2083         if (!force)
2084         {
2085                 for (i = 0;i < width*height;i++)
2086                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2087                                 break;
2088                 if (i == width*height)
2089                         return NULL;
2090         }
2091         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2092 }
2093
2094 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2095 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2096 {
2097         int i;
2098         unsigned char *temp1, *temp2;
2099         skinframe_t *skinframe;
2100
2101         if (cls.state == ca_dedicated)
2102                 return NULL;
2103
2104         // if already loaded just return it, otherwise make a new skinframe
2105         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2106         if (skinframe && skinframe->base)
2107                 return skinframe;
2108
2109         skinframe->stain = NULL;
2110         skinframe->merged = NULL;
2111         skinframe->base = r_texture_notexture;
2112         skinframe->pants = NULL;
2113         skinframe->shirt = NULL;
2114         skinframe->nmap = r_texture_blanknormalmap;
2115         skinframe->gloss = NULL;
2116         skinframe->glow = NULL;
2117         skinframe->fog = NULL;
2118
2119         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2120         if (!skindata)
2121                 return NULL;
2122
2123         if (developer_loading.integer)
2124                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2125
2126         if (r_shadow_bumpscale_basetexture.value > 0)
2127         {
2128                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2129                 temp2 = temp1 + width * height * 4;
2130                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2131                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2132                 Mem_Free(temp1);
2133         }
2134         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2135         if (textureflags & TEXF_ALPHA)
2136         {
2137                 for (i = 3;i < width * height * 4;i += 4)
2138                         if (skindata[i] < 255)
2139                                 break;
2140                 if (i < width * height * 4)
2141                 {
2142                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2143                         memcpy(fogpixels, skindata, width * height * 4);
2144                         for (i = 0;i < width * height * 4;i += 4)
2145                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2146                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2147                         Mem_Free(fogpixels);
2148                 }
2149         }
2150
2151         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2152         //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]);
2153
2154         return skinframe;
2155 }
2156
2157 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2158 {
2159         int i;
2160         unsigned char *temp1, *temp2;
2161         unsigned int *palette;
2162         skinframe_t *skinframe;
2163
2164         if (cls.state == ca_dedicated)
2165                 return NULL;
2166
2167         // if already loaded just return it, otherwise make a new skinframe
2168         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2169         if (skinframe && skinframe->base)
2170                 return skinframe;
2171
2172         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2173
2174         skinframe->stain = NULL;
2175         skinframe->merged = NULL;
2176         skinframe->base = r_texture_notexture;
2177         skinframe->pants = NULL;
2178         skinframe->shirt = NULL;
2179         skinframe->nmap = r_texture_blanknormalmap;
2180         skinframe->gloss = NULL;
2181         skinframe->glow = NULL;
2182         skinframe->fog = NULL;
2183
2184         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2185         if (!skindata)
2186                 return NULL;
2187
2188         if (developer_loading.integer)
2189                 Con_Printf("loading quake skin \"%s\"\n", name);
2190
2191         if (r_shadow_bumpscale_basetexture.value > 0)
2192         {
2193                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2194                 temp2 = temp1 + width * height * 4;
2195                 // use either a custom palette or the quake palette
2196                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2197                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2198                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2199                 Mem_Free(temp1);
2200         }
2201         // use either a custom palette, or the quake palette
2202         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2203         if (loadglowtexture)
2204                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2205         if (loadpantsandshirt)
2206         {
2207                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2208                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2209         }
2210         if (skinframe->pants || skinframe->shirt)
2211                 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
2212         if (textureflags & TEXF_ALPHA)
2213         {
2214                 for (i = 0;i < width * height;i++)
2215                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2216                                 break;
2217                 if (i < width * height)
2218                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2219         }
2220
2221         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2222         //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]);
2223
2224         return skinframe;
2225 }
2226
2227 skinframe_t *R_SkinFrame_LoadMissing(void)
2228 {
2229         skinframe_t *skinframe;
2230
2231         if (cls.state == ca_dedicated)
2232                 return NULL;
2233
2234         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2235         skinframe->stain = NULL;
2236         skinframe->merged = NULL;
2237         skinframe->base = r_texture_notexture;
2238         skinframe->pants = NULL;
2239         skinframe->shirt = NULL;
2240         skinframe->nmap = r_texture_blanknormalmap;
2241         skinframe->gloss = NULL;
2242         skinframe->glow = NULL;
2243         skinframe->fog = NULL;
2244
2245         skinframe->avgcolor[0] = rand() / RAND_MAX;
2246         skinframe->avgcolor[1] = rand() / RAND_MAX;
2247         skinframe->avgcolor[2] = rand() / RAND_MAX;
2248         skinframe->avgcolor[3] = 1;
2249
2250         return skinframe;
2251 }
2252
2253 void gl_main_start(void)
2254 {
2255         r_numqueries = 0;
2256         r_maxqueries = 0;
2257         memset(r_queries, 0, sizeof(r_queries));
2258
2259         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2260         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2261
2262         // set up r_skinframe loading system for textures
2263         memset(&r_skinframe, 0, sizeof(r_skinframe));
2264         r_skinframe.loadsequence = 1;
2265         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2266
2267         r_main_texturepool = R_AllocTexturePool();
2268         R_BuildBlankTextures();
2269         R_BuildNoTexture();
2270         if (gl_texturecubemap)
2271         {
2272                 R_BuildWhiteCube();
2273                 R_BuildNormalizationCube();
2274         }
2275         r_texture_fogattenuation = NULL;
2276         r_texture_gammaramps = NULL;
2277         //r_texture_fogintensity = NULL;
2278         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2279         memset(&r_waterstate, 0, sizeof(r_waterstate));
2280         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2281         memset(&r_svbsp, 0, sizeof (r_svbsp));
2282
2283         r_refdef.fogmasktable_density = 0;
2284 }
2285
2286 void gl_main_shutdown(void)
2287 {
2288         if (r_maxqueries)
2289                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2290
2291         r_numqueries = 0;
2292         r_maxqueries = 0;
2293         memset(r_queries, 0, sizeof(r_queries));
2294
2295         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2296         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2297
2298         // clear out the r_skinframe state
2299         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2300         memset(&r_skinframe, 0, sizeof(r_skinframe));
2301
2302         if (r_svbsp.nodes)
2303                 Mem_Free(r_svbsp.nodes);
2304         memset(&r_svbsp, 0, sizeof (r_svbsp));
2305         R_FreeTexturePool(&r_main_texturepool);
2306         r_texture_blanknormalmap = NULL;
2307         r_texture_white = NULL;
2308         r_texture_grey128 = NULL;
2309         r_texture_black = NULL;
2310         r_texture_whitecube = NULL;
2311         r_texture_normalizationcube = NULL;
2312         r_texture_fogattenuation = NULL;
2313         r_texture_gammaramps = NULL;
2314         //r_texture_fogintensity = NULL;
2315         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2316         memset(&r_waterstate, 0, sizeof(r_waterstate));
2317         R_GLSL_Restart_f();
2318 }
2319
2320 extern void CL_ParseEntityLump(char *entitystring);
2321 void gl_main_newmap(void)
2322 {
2323         // FIXME: move this code to client
2324         int l;
2325         char *entities, entname[MAX_QPATH];
2326         if (cl.worldmodel)
2327         {
2328                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2329                 l = (int)strlen(entname) - 4;
2330                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2331                 {
2332                         memcpy(entname + l, ".ent", 5);
2333                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2334                         {
2335                                 CL_ParseEntityLump(entities);
2336                                 Mem_Free(entities);
2337                                 return;
2338                         }
2339                 }
2340                 if (cl.worldmodel->brush.entities)
2341                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2342         }
2343 }
2344
2345 void GL_Main_Init(void)
2346 {
2347         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2348
2349         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2350         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2351         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2352         if (gamemode == GAME_NEHAHRA)
2353         {
2354                 Cvar_RegisterVariable (&gl_fogenable);
2355                 Cvar_RegisterVariable (&gl_fogdensity);
2356                 Cvar_RegisterVariable (&gl_fogred);
2357                 Cvar_RegisterVariable (&gl_foggreen);
2358                 Cvar_RegisterVariable (&gl_fogblue);
2359                 Cvar_RegisterVariable (&gl_fogstart);
2360                 Cvar_RegisterVariable (&gl_fogend);
2361                 Cvar_RegisterVariable (&gl_skyclip);
2362         }
2363         Cvar_RegisterVariable(&r_depthfirst);
2364         Cvar_RegisterVariable(&r_useinfinitefarclip);
2365         Cvar_RegisterVariable(&r_nearclip);
2366         Cvar_RegisterVariable(&r_showbboxes);
2367         Cvar_RegisterVariable(&r_showsurfaces);
2368         Cvar_RegisterVariable(&r_showtris);
2369         Cvar_RegisterVariable(&r_shownormals);
2370         Cvar_RegisterVariable(&r_showlighting);
2371         Cvar_RegisterVariable(&r_showshadowvolumes);
2372         Cvar_RegisterVariable(&r_showcollisionbrushes);
2373         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2374         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2375         Cvar_RegisterVariable(&r_showdisabledepthtest);
2376         Cvar_RegisterVariable(&r_drawportals);
2377         Cvar_RegisterVariable(&r_drawentities);
2378         Cvar_RegisterVariable(&r_cullentities_trace);
2379         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2380         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2381         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2382         Cvar_RegisterVariable(&r_drawviewmodel);
2383         Cvar_RegisterVariable(&r_speeds);
2384         Cvar_RegisterVariable(&r_fullbrights);
2385         Cvar_RegisterVariable(&r_wateralpha);
2386         Cvar_RegisterVariable(&r_dynamic);
2387         Cvar_RegisterVariable(&r_fullbright);
2388         Cvar_RegisterVariable(&r_shadows);
2389         Cvar_RegisterVariable(&r_shadows_throwdistance);
2390         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2391         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2392         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2393         Cvar_RegisterVariable(&r_fog_exp2);
2394         Cvar_RegisterVariable(&r_drawfog);
2395         Cvar_RegisterVariable(&r_textureunits);
2396         Cvar_RegisterVariable(&r_glsl);
2397         Cvar_RegisterVariable(&r_glsl_contrastboost);
2398         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2399         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2400         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2401         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2402         Cvar_RegisterVariable(&r_glsl_postprocess);
2403         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2404         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2405         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2406         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2407         Cvar_RegisterVariable(&r_glsl_usegeneric);
2408         Cvar_RegisterVariable(&r_water);
2409         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2410         Cvar_RegisterVariable(&r_water_clippingplanebias);
2411         Cvar_RegisterVariable(&r_water_refractdistort);
2412         Cvar_RegisterVariable(&r_water_reflectdistort);
2413         Cvar_RegisterVariable(&r_lerpsprites);
2414         Cvar_RegisterVariable(&r_lerpmodels);
2415         Cvar_RegisterVariable(&r_lerplightstyles);
2416         Cvar_RegisterVariable(&r_waterscroll);
2417         Cvar_RegisterVariable(&r_bloom);
2418         Cvar_RegisterVariable(&r_bloom_colorscale);
2419         Cvar_RegisterVariable(&r_bloom_brighten);
2420         Cvar_RegisterVariable(&r_bloom_blur);
2421         Cvar_RegisterVariable(&r_bloom_resolution);
2422         Cvar_RegisterVariable(&r_bloom_colorexponent);
2423         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2424         Cvar_RegisterVariable(&r_hdr);
2425         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2426         Cvar_RegisterVariable(&r_hdr_glowintensity);
2427         Cvar_RegisterVariable(&r_hdr_range);
2428         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2429         Cvar_RegisterVariable(&developer_texturelogging);
2430         Cvar_RegisterVariable(&gl_lightmaps);
2431         Cvar_RegisterVariable(&r_test);
2432         Cvar_RegisterVariable(&r_batchmode);
2433         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2434                 Cvar_SetValue("r_fullbrights", 0);
2435         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2436
2437         Cvar_RegisterVariable(&r_track_sprites);
2438         Cvar_RegisterVariable(&r_track_sprites_flags);
2439         Cvar_RegisterVariable(&r_track_sprites_scalew);
2440         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2441 }
2442
2443 extern void R_Textures_Init(void);
2444 extern void GL_Draw_Init(void);
2445 extern void GL_Main_Init(void);
2446 extern void R_Shadow_Init(void);
2447 extern void R_Sky_Init(void);
2448 extern void GL_Surf_Init(void);
2449 extern void R_Particles_Init(void);
2450 extern void R_Explosion_Init(void);
2451 extern void gl_backend_init(void);
2452 extern void Sbar_Init(void);
2453 extern void R_LightningBeams_Init(void);
2454 extern void Mod_RenderInit(void);
2455
2456 void Render_Init(void)
2457 {
2458         gl_backend_init();
2459         R_Textures_Init();
2460         GL_Main_Init();
2461         GL_Draw_Init();
2462         R_Shadow_Init();
2463         R_Sky_Init();
2464         GL_Surf_Init();
2465         Sbar_Init();
2466         R_Particles_Init();
2467         R_Explosion_Init();
2468         R_LightningBeams_Init();
2469         Mod_RenderInit();
2470 }
2471
2472 /*
2473 ===============
2474 GL_Init
2475 ===============
2476 */
2477 extern char *ENGINE_EXTENSIONS;
2478 void GL_Init (void)
2479 {
2480         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2481         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2482         gl_version = (const char *)qglGetString(GL_VERSION);
2483         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2484
2485         if (!gl_extensions)
2486                 gl_extensions = "";
2487         if (!gl_platformextensions)
2488                 gl_platformextensions = "";
2489
2490         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2491         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2492         Con_Printf("GL_VERSION: %s\n", gl_version);
2493         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2494         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2495
2496         VID_CheckExtensions();
2497
2498         // LordHavoc: report supported extensions
2499         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2500
2501         // clear to black (loading plaque will be seen over this)
2502         CHECKGLERROR
2503         qglClearColor(0,0,0,1);CHECKGLERROR
2504         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2505 }
2506
2507 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2508 {
2509         int i;
2510         mplane_t *p;
2511         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2512         {
2513                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2514                 if (i == 4)
2515                         continue;
2516                 p = r_refdef.view.frustum + i;
2517                 switch(p->signbits)
2518                 {
2519                 default:
2520                 case 0:
2521                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2522                                 return true;
2523                         break;
2524                 case 1:
2525                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2526                                 return true;
2527                         break;
2528                 case 2:
2529                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2530                                 return true;
2531                         break;
2532                 case 3:
2533                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2534                                 return true;
2535                         break;
2536                 case 4:
2537                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2538                                 return true;
2539                         break;
2540                 case 5:
2541                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2542                                 return true;
2543                         break;
2544                 case 6:
2545                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2546                                 return true;
2547                         break;
2548                 case 7:
2549                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2550                                 return true;
2551                         break;
2552                 }
2553         }
2554         return false;
2555 }
2556
2557 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2558 {
2559         int i;
2560         const mplane_t *p;
2561         for (i = 0;i < numplanes;i++)
2562         {
2563                 p = planes + i;
2564                 switch(p->signbits)
2565                 {
2566                 default:
2567                 case 0:
2568                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2569                                 return true;
2570                         break;
2571                 case 1:
2572                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2573                                 return true;
2574                         break;
2575                 case 2:
2576                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2577                                 return true;
2578                         break;
2579                 case 3:
2580                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2581                                 return true;
2582                         break;
2583                 case 4:
2584                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2585                                 return true;
2586                         break;
2587                 case 5:
2588                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2589                                 return true;
2590                         break;
2591                 case 6:
2592                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2593                                 return true;
2594                         break;
2595                 case 7:
2596                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2597                                 return true;
2598                         break;
2599                 }
2600         }
2601         return false;
2602 }
2603
2604 //==================================================================================
2605
2606 static void R_View_UpdateEntityLighting (void)
2607 {
2608         int i;
2609         entity_render_t *ent;
2610         vec3_t tempdiffusenormal;
2611
2612         for (i = 0;i < r_refdef.scene.numentities;i++)
2613         {
2614                 ent = r_refdef.scene.entities[i];
2615
2616                 // skip unseen models
2617                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2618                         continue;
2619
2620                 // skip bsp models
2621                 if (ent->model && ent->model->brush.num_leafs)
2622                 {
2623                         // TODO: use modellight for r_ambient settings on world?
2624                         VectorSet(ent->modellight_ambient, 0, 0, 0);
2625                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
2626                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
2627                         continue;
2628                 }
2629
2630                 // fetch the lighting from the worldmodel data
2631                 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));
2632                 VectorClear(ent->modellight_diffuse);
2633                 VectorClear(tempdiffusenormal);
2634                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2635                 {
2636                         vec3_t org;
2637                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2638                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2639                 }
2640                 else // highly rare
2641                         VectorSet(ent->modellight_ambient, 1, 1, 1);
2642
2643                 // move the light direction into modelspace coordinates for lighting code
2644                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2645                 if(VectorLength2(ent->modellight_lightdir) == 0)
2646                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2647                 VectorNormalize(ent->modellight_lightdir);
2648         }
2649 }
2650
2651 static void R_View_UpdateEntityVisible (void)
2652 {
2653         int i, renderimask;
2654         entity_render_t *ent;
2655
2656         if (!r_drawentities.integer)
2657                 return;
2658
2659         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2660         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2661         {
2662                 // worldmodel can check visibility
2663                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2664                 for (i = 0;i < r_refdef.scene.numentities;i++)
2665                 {
2666                         ent = r_refdef.scene.entities[i];
2667                         if (!(ent->flags & renderimask))
2668                         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)))
2669                         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))
2670                                 r_refdef.viewcache.entityvisible[i] = true;
2671                 }
2672                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2673                 {
2674                         for (i = 0;i < r_refdef.scene.numentities;i++)
2675                         {
2676                                 ent = r_refdef.scene.entities[i];
2677                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2678                                 {
2679                                         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))
2680                                                 ent->last_trace_visibility = realtime;
2681                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2682                                                 r_refdef.viewcache.entityvisible[i] = 0;
2683                                 }
2684                         }
2685                 }
2686         }
2687         else
2688         {
2689                 // no worldmodel or it can't check visibility
2690                 for (i = 0;i < r_refdef.scene.numentities;i++)
2691                 {
2692                         ent = r_refdef.scene.entities[i];
2693                         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));
2694                 }
2695         }
2696 }
2697
2698 // only used if skyrendermasked, and normally returns false
2699 int R_DrawBrushModelsSky (void)
2700 {
2701         int i, sky;
2702         entity_render_t *ent;
2703
2704         if (!r_drawentities.integer)
2705                 return false;
2706
2707         sky = false;
2708         for (i = 0;i < r_refdef.scene.numentities;i++)
2709         {
2710                 if (!r_refdef.viewcache.entityvisible[i])
2711                         continue;
2712                 ent = r_refdef.scene.entities[i];
2713                 if (!ent->model || !ent->model->DrawSky)
2714                         continue;
2715                 ent->model->DrawSky(ent);
2716                 sky = true;
2717         }
2718         return sky;
2719 }
2720
2721 static void R_DrawNoModel(entity_render_t *ent);
2722 static void R_DrawModels(void)
2723 {
2724         int i;
2725         entity_render_t *ent;
2726
2727         if (!r_drawentities.integer)
2728                 return;
2729
2730         for (i = 0;i < r_refdef.scene.numentities;i++)
2731         {
2732                 if (!r_refdef.viewcache.entityvisible[i])
2733                         continue;
2734                 ent = r_refdef.scene.entities[i];
2735                 r_refdef.stats.entities++;
2736                 if (ent->model && ent->model->Draw != NULL)
2737                         ent->model->Draw(ent);
2738                 else
2739                         R_DrawNoModel(ent);
2740         }
2741 }
2742
2743 static void R_DrawModelsDepth(void)
2744 {
2745         int i;
2746         entity_render_t *ent;
2747
2748         if (!r_drawentities.integer)
2749                 return;
2750
2751         for (i = 0;i < r_refdef.scene.numentities;i++)
2752         {
2753                 if (!r_refdef.viewcache.entityvisible[i])
2754                         continue;
2755                 ent = r_refdef.scene.entities[i];
2756                 if (ent->model && ent->model->DrawDepth != NULL)
2757                         ent->model->DrawDepth(ent);
2758         }
2759 }
2760
2761 static void R_DrawModelsDebug(void)
2762 {
2763         int i;
2764         entity_render_t *ent;
2765
2766         if (!r_drawentities.integer)
2767                 return;
2768
2769         for (i = 0;i < r_refdef.scene.numentities;i++)
2770         {
2771                 if (!r_refdef.viewcache.entityvisible[i])
2772                         continue;
2773                 ent = r_refdef.scene.entities[i];
2774                 if (ent->model && ent->model->DrawDebug != NULL)
2775                         ent->model->DrawDebug(ent);
2776         }
2777 }
2778
2779 static void R_DrawModelsAddWaterPlanes(void)
2780 {
2781         int i;
2782         entity_render_t *ent;
2783
2784         if (!r_drawentities.integer)
2785                 return;
2786
2787         for (i = 0;i < r_refdef.scene.numentities;i++)
2788         {
2789                 if (!r_refdef.viewcache.entityvisible[i])
2790                         continue;
2791                 ent = r_refdef.scene.entities[i];
2792                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2793                         ent->model->DrawAddWaterPlanes(ent);
2794         }
2795 }
2796
2797 static void R_View_SetFrustum(void)
2798 {
2799         int i;
2800         double slopex, slopey;
2801         vec3_t forward, left, up, origin;
2802
2803         // we can't trust r_refdef.view.forward and friends in reflected scenes
2804         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2805
2806 #if 0
2807         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2808         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2809         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2810         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2811         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2812         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2813         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2814         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2815         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2816         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2817         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2818         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2819 #endif
2820
2821 #if 0
2822         zNear = r_refdef.nearclip;
2823         nudge = 1.0 - 1.0 / (1<<23);
2824         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2825         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2826         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2827         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2828         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2829         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2830         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2831         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2832 #endif
2833
2834
2835
2836 #if 0
2837         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2838         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2839         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2840         r_refdef.view.frustum[0].dist = m[15] - m[12];
2841
2842         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2843         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2844         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2845         r_refdef.view.frustum[1].dist = m[15] + m[12];
2846
2847         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2848         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2849         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2850         r_refdef.view.frustum[2].dist = m[15] - m[13];
2851
2852         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2853         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2854         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2855         r_refdef.view.frustum[3].dist = m[15] + m[13];
2856
2857         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2858         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2859         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2860         r_refdef.view.frustum[4].dist = m[15] - m[14];
2861
2862         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2863         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2864         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2865         r_refdef.view.frustum[5].dist = m[15] + m[14];
2866 #endif
2867
2868         if (r_refdef.view.useperspective)
2869         {
2870                 slopex = 1.0 / r_refdef.view.frustum_x;
2871                 slopey = 1.0 / r_refdef.view.frustum_y;
2872                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2873                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2874                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2875                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2876                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2877
2878                 // Leaving those out was a mistake, those were in the old code, and they
2879                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2880                 // I couldn't reproduce it after adding those normalizations. --blub
2881                 VectorNormalize(r_refdef.view.frustum[0].normal);
2882                 VectorNormalize(r_refdef.view.frustum[1].normal);
2883                 VectorNormalize(r_refdef.view.frustum[2].normal);
2884                 VectorNormalize(r_refdef.view.frustum[3].normal);
2885
2886                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2887                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2888                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2889                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2890                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2891
2892                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2893                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2894                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2895                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2896                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2897         }
2898         else
2899         {
2900                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2901                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2902                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2903                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2904                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2905                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2906                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2907                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2908                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2909                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2910         }
2911         r_refdef.view.numfrustumplanes = 5;
2912
2913         if (r_refdef.view.useclipplane)
2914         {
2915                 r_refdef.view.numfrustumplanes = 6;
2916                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2917         }
2918
2919         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2920                 PlaneClassify(r_refdef.view.frustum + i);
2921
2922         // LordHavoc: note to all quake engine coders, Quake had a special case
2923         // for 90 degrees which assumed a square view (wrong), so I removed it,
2924         // Quake2 has it disabled as well.
2925
2926         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2927         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2928         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2929         //PlaneClassify(&frustum[0]);
2930
2931         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2932         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2933         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2934         //PlaneClassify(&frustum[1]);
2935
2936         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2937         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2938         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2939         //PlaneClassify(&frustum[2]);
2940
2941         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2942         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2943         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2944         //PlaneClassify(&frustum[3]);
2945
2946         // nearclip plane
2947         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2948         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2949         //PlaneClassify(&frustum[4]);
2950 }
2951
2952 void R_View_Update(void)
2953 {
2954         R_View_SetFrustum();
2955         R_View_WorldVisibility(r_refdef.view.useclipplane);
2956         R_View_UpdateEntityVisible();
2957         R_View_UpdateEntityLighting();
2958 }
2959
2960 void R_SetupView(qboolean allowwaterclippingplane)
2961 {
2962         if (!r_refdef.view.useperspective)
2963                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2964         else if (gl_stencil && r_useinfinitefarclip.integer)
2965                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2966         else
2967                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2968
2969         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2970
2971         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2972         {
2973                 // LordHavoc: couldn't figure out how to make this approach the
2974                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2975                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2976                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2977                         dist = r_refdef.view.clipplane.dist;
2978                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2979         }
2980 }
2981
2982 void R_ResetViewRendering2D(void)
2983 {
2984         DrawQ_Finish();
2985
2986         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2987         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2988         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2989         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2990         GL_Color(1, 1, 1, 1);
2991         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2992         GL_BlendFunc(GL_ONE, GL_ZERO);
2993         GL_AlphaTest(false);
2994         GL_ScissorTest(false);
2995         GL_DepthMask(false);
2996         GL_DepthRange(0, 1);
2997         GL_DepthTest(false);
2998         R_Mesh_Matrix(&identitymatrix);
2999         R_Mesh_ResetTextureState();
3000         GL_PolygonOffset(0, 0);
3001         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3002         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3003         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3004         qglStencilMask(~0);CHECKGLERROR
3005         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3006         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3007         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3008         R_SetupGenericShader(true);
3009 }
3010
3011 void R_ResetViewRendering3D(void)
3012 {
3013         DrawQ_Finish();
3014
3015         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3016         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3017         R_SetupView(true);
3018         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3019         GL_Color(1, 1, 1, 1);
3020         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3021         GL_BlendFunc(GL_ONE, GL_ZERO);
3022         GL_AlphaTest(false);
3023         GL_ScissorTest(true);
3024         GL_DepthMask(true);
3025         GL_DepthRange(0, 1);
3026         GL_DepthTest(true);
3027         R_Mesh_Matrix(&identitymatrix);
3028         R_Mesh_ResetTextureState();
3029         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3030         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3031         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3032         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3033         qglStencilMask(~0);CHECKGLERROR
3034         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3035         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3036         GL_CullFace(r_refdef.view.cullface_back);
3037         R_SetupGenericShader(true);
3038 }
3039
3040 void R_RenderScene(void);
3041 void R_RenderWaterPlanes(void);
3042
3043 static void R_Water_StartFrame(void)
3044 {
3045         int i;
3046         int waterwidth, waterheight, texturewidth, textureheight;
3047         r_waterstate_waterplane_t *p;
3048
3049         // set waterwidth and waterheight to the water resolution that will be
3050         // used (often less than the screen resolution for faster rendering)
3051         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3052         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3053
3054         // calculate desired texture sizes
3055         // can't use water if the card does not support the texture size
3056         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3057                 texturewidth = textureheight = waterwidth = waterheight = 0;
3058         else if (gl_support_arb_texture_non_power_of_two)
3059         {
3060                 texturewidth = waterwidth;
3061                 textureheight = waterheight;
3062         }
3063         else
3064         {
3065                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3066                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3067         }
3068
3069         // allocate textures as needed
3070         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3071         {
3072                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3073                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3074                 {
3075                         if (p->texture_refraction)
3076                                 R_FreeTexture(p->texture_refraction);
3077                         p->texture_refraction = NULL;
3078                         if (p->texture_reflection)
3079                                 R_FreeTexture(p->texture_reflection);
3080                         p->texture_reflection = NULL;
3081                 }
3082                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3083                 r_waterstate.waterwidth = waterwidth;
3084                 r_waterstate.waterheight = waterheight;
3085                 r_waterstate.texturewidth = texturewidth;
3086                 r_waterstate.textureheight = textureheight;
3087         }
3088
3089         if (r_waterstate.waterwidth)
3090         {
3091                 r_waterstate.enabled = true;
3092
3093                 // set up variables that will be used in shader setup
3094                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3095                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3096                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3097                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3098         }
3099
3100         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3101         r_waterstate.numwaterplanes = 0;
3102 }
3103
3104 void R_Water_AddWaterPlane(msurface_t *surface)
3105 {
3106         int triangleindex, planeindex;
3107         const int *e;
3108         vec3_t vert[3];
3109         vec3_t normal;
3110         vec3_t center;
3111         mplane_t plane;
3112         r_waterstate_waterplane_t *p;
3113         texture_t *t = R_GetCurrentTexture(surface->texture);
3114         // just use the first triangle with a valid normal for any decisions
3115         VectorClear(normal);
3116         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3117         {
3118                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3119                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3120                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3121                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3122                 if (VectorLength2(normal) >= 0.001)
3123                         break;
3124         }
3125
3126         VectorCopy(normal, plane.normal);
3127         VectorNormalize(plane.normal);
3128         plane.dist = DotProduct(vert[0], plane.normal);
3129         PlaneClassify(&plane);
3130         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3131         {
3132                 // skip backfaces (except if nocullface is set)
3133                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3134                         return;
3135                 VectorNegate(plane.normal, plane.normal);
3136                 plane.dist *= -1;
3137                 PlaneClassify(&plane);
3138         }
3139
3140
3141         // find a matching plane if there is one
3142         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3143                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3144                         break;
3145         if (planeindex >= r_waterstate.maxwaterplanes)
3146                 return; // nothing we can do, out of planes
3147
3148         // if this triangle does not fit any known plane rendered this frame, add one
3149         if (planeindex >= r_waterstate.numwaterplanes)
3150         {
3151                 // store the new plane
3152                 r_waterstate.numwaterplanes++;
3153                 p->plane = plane;
3154                 // clear materialflags and pvs
3155                 p->materialflags = 0;
3156                 p->pvsvalid = false;
3157         }
3158         // merge this surface's materialflags into the waterplane
3159         p->materialflags |= t->currentmaterialflags;
3160         // merge this surface's PVS into the waterplane
3161         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3162         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3163          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3164         {
3165                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3166                 p->pvsvalid = true;
3167         }
3168 }
3169
3170 static void R_Water_ProcessPlanes(void)
3171 {
3172         r_refdef_view_t originalview;
3173         r_refdef_view_t myview;
3174         int planeindex;
3175         r_waterstate_waterplane_t *p;
3176
3177         originalview = r_refdef.view;
3178
3179         // make sure enough textures are allocated
3180         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3181         {
3182                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3183                 {
3184                         if (!p->texture_refraction)
3185                                 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);
3186                         if (!p->texture_refraction)
3187                                 goto error;
3188                 }
3189
3190                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3191                 {
3192                         if (!p->texture_reflection)
3193                                 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);
3194                         if (!p->texture_reflection)
3195                                 goto error;
3196                 }
3197         }
3198
3199         // render views
3200         r_refdef.view = originalview;
3201         r_refdef.view.showdebug = false;
3202         r_refdef.view.width = r_waterstate.waterwidth;
3203         r_refdef.view.height = r_waterstate.waterheight;
3204         r_refdef.view.useclipplane = true;
3205         myview = r_refdef.view;
3206         r_waterstate.renderingscene = true;
3207         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3208         {
3209                 // render the normal view scene and copy into texture
3210                 // (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)
3211                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3212                 {
3213                         r_refdef.view = myview;
3214                         r_refdef.view.clipplane = p->plane;
3215                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3216                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3217                         PlaneClassify(&r_refdef.view.clipplane);
3218
3219                         R_ResetViewRendering3D();
3220                         R_ClearScreen(r_refdef.fogenabled);
3221                         R_View_Update();
3222                         R_RenderScene();
3223
3224                         // copy view into the screen texture
3225                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3226                         GL_ActiveTexture(0);
3227                         CHECKGLERROR
3228                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3229                 }
3230
3231                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3232                 {
3233                         r_refdef.view = myview;
3234                         // render reflected scene and copy into texture
3235                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3236                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3237                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3238                         r_refdef.view.clipplane = p->plane;
3239                         // reverse the cullface settings for this render
3240                         r_refdef.view.cullface_front = GL_FRONT;
3241                         r_refdef.view.cullface_back = GL_BACK;
3242                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3243                         {
3244                                 r_refdef.view.usecustompvs = true;
3245                                 if (p->pvsvalid)
3246                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3247                                 else
3248                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3249                         }
3250
3251                         R_ResetViewRendering3D();
3252                         R_ClearScreen(r_refdef.fogenabled);
3253                         R_View_Update();
3254                         R_RenderScene();
3255
3256                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3257                         GL_ActiveTexture(0);
3258                         CHECKGLERROR
3259                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3260                 }
3261         }
3262         r_waterstate.renderingscene = false;
3263         r_refdef.view = originalview;
3264         R_ResetViewRendering3D();
3265         R_ClearScreen(r_refdef.fogenabled);
3266         R_View_Update();
3267         return;
3268 error:
3269         r_refdef.view = originalview;
3270         r_waterstate.renderingscene = false;
3271         Cvar_SetValueQuick(&r_water, 0);
3272         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3273         return;
3274 }
3275
3276 void R_Bloom_StartFrame(void)
3277 {
3278         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3279
3280         // set bloomwidth and bloomheight to the bloom resolution that will be
3281         // used (often less than the screen resolution for faster rendering)
3282         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3283         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3284         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3285         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3286         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3287
3288         // calculate desired texture sizes
3289         if (gl_support_arb_texture_non_power_of_two)
3290         {
3291                 screentexturewidth = r_refdef.view.width;
3292                 screentextureheight = r_refdef.view.height;
3293                 bloomtexturewidth = r_bloomstate.bloomwidth;
3294                 bloomtextureheight = r_bloomstate.bloomheight;
3295         }
3296         else
3297         {
3298                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3299                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3300                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3301                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3302         }
3303
3304         if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3305         {
3306                 Cvar_SetValueQuick(&r_hdr, 0);
3307                 Cvar_SetValueQuick(&r_bloom, 0);
3308         }
3309
3310         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3311                 screentexturewidth = screentextureheight = 0;
3312         if (!r_hdr.integer && !r_bloom.integer)
3313                 bloomtexturewidth = bloomtextureheight = 0;
3314
3315         // allocate textures as needed
3316         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3317         {
3318                 if (r_bloomstate.texture_screen)
3319                         R_FreeTexture(r_bloomstate.texture_screen);
3320                 r_bloomstate.texture_screen = NULL;
3321                 r_bloomstate.screentexturewidth = screentexturewidth;
3322                 r_bloomstate.screentextureheight = screentextureheight;
3323                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3324                         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);
3325         }
3326         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3327         {
3328                 if (r_bloomstate.texture_bloom)
3329                         R_FreeTexture(r_bloomstate.texture_bloom);
3330                 r_bloomstate.texture_bloom = NULL;
3331                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3332                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3333                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3334                         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);
3335         }
3336
3337         // set up a texcoord array for the full resolution screen image
3338         // (we have to keep this around to copy back during final render)
3339         r_bloomstate.screentexcoord2f[0] = 0;
3340         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3341         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3342         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3343         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3344         r_bloomstate.screentexcoord2f[5] = 0;
3345         r_bloomstate.screentexcoord2f[6] = 0;
3346         r_bloomstate.screentexcoord2f[7] = 0;
3347
3348         // set up a texcoord array for the reduced resolution bloom image
3349         // (which will be additive blended over the screen image)
3350         r_bloomstate.bloomtexcoord2f[0] = 0;
3351         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3352         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3353         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3354         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3355         r_bloomstate.bloomtexcoord2f[5] = 0;
3356         r_bloomstate.bloomtexcoord2f[6] = 0;
3357         r_bloomstate.bloomtexcoord2f[7] = 0;
3358
3359         if (r_hdr.integer || r_bloom.integer)
3360         {
3361                 r_bloomstate.enabled = true;
3362                 r_bloomstate.hdr = r_hdr.integer != 0;
3363         }
3364 }
3365
3366 void R_Bloom_CopyBloomTexture(float colorscale)
3367 {
3368         r_refdef.stats.bloom++;
3369
3370         // scale down screen texture to the bloom texture size
3371         CHECKGLERROR
3372         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3373         GL_BlendFunc(GL_ONE, GL_ZERO);
3374         GL_Color(colorscale, colorscale, colorscale, 1);
3375         // TODO: optimize with multitexture or GLSL
3376         R_SetupGenericShader(true);
3377         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3378         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3379         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3380         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3381
3382         // we now have a bloom image in the framebuffer
3383         // copy it into the bloom image texture for later processing
3384         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3385         GL_ActiveTexture(0);
3386         CHECKGLERROR
3387         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3388         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3389 }
3390
3391 void R_Bloom_CopyHDRTexture(void)
3392 {
3393         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3394         GL_ActiveTexture(0);
3395         CHECKGLERROR
3396         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3397         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3398 }
3399
3400 void R_Bloom_MakeTexture(void)
3401 {
3402         int x, range, dir;
3403         float xoffset, yoffset, r, brighten;
3404
3405         r_refdef.stats.bloom++;
3406
3407         R_ResetViewRendering2D();
3408         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3409         R_Mesh_ColorPointer(NULL, 0, 0);
3410         R_SetupGenericShader(true);
3411
3412         // we have a bloom image in the framebuffer
3413         CHECKGLERROR
3414         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3415
3416         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3417         {
3418                 x *= 2;
3419                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3420                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3421                 GL_Color(r, r, r, 1);
3422                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3423                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3424                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3425                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3426
3427                 // copy the vertically blurred bloom view to a texture
3428                 GL_ActiveTexture(0);
3429                 CHECKGLERROR
3430                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3431                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3432         }
3433
3434         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3435         brighten = r_bloom_brighten.value;
3436         if (r_hdr.integer)
3437                 brighten *= r_hdr_range.value;
3438         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3439         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3440
3441         for (dir = 0;dir < 2;dir++)
3442         {
3443                 // blend on at multiple vertical offsets to achieve a vertical blur
3444                 // TODO: do offset blends using GLSL
3445                 GL_BlendFunc(GL_ONE, GL_ZERO);
3446                 for (x = -range;x <= range;x++)
3447                 {
3448                         if (!dir){xoffset = 0;yoffset = x;}
3449                         else {xoffset = x;yoffset = 0;}
3450                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3451                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3452                         // compute a texcoord array with the specified x and y offset
3453                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3454                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3455                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3456                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3457                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3458                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3459                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3460                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3461                         // this r value looks like a 'dot' particle, fading sharply to
3462                         // black at the edges
3463                         // (probably not realistic but looks good enough)
3464                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3465                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3466                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3467                         GL_Color(r, r, r, 1);
3468                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3469                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3470                         GL_BlendFunc(GL_ONE, GL_ONE);
3471                 }
3472
3473                 // copy the vertically blurred bloom view to a texture
3474                 GL_ActiveTexture(0);
3475                 CHECKGLERROR
3476                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3477                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3478         }
3479
3480         // apply subtract last
3481         // (just like it would be in a GLSL shader)
3482         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3483         {
3484                 GL_BlendFunc(GL_ONE, GL_ZERO);
3485                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3486                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3487                 GL_Color(1, 1, 1, 1);
3488                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3489                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3490
3491                 GL_BlendFunc(GL_ONE, GL_ONE);
3492                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3493                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3494                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3495                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3496                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3497                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3498                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3499
3500                 // copy the darkened bloom view to a texture
3501                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3502                 GL_ActiveTexture(0);
3503                 CHECKGLERROR
3504                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3505                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3506         }
3507 }
3508
3509 void R_HDR_RenderBloomTexture(void)
3510 {
3511         int oldwidth, oldheight;
3512         float oldcolorscale;
3513
3514         oldcolorscale = r_refdef.view.colorscale;
3515         oldwidth = r_refdef.view.width;
3516         oldheight = r_refdef.view.height;
3517         r_refdef.view.width = r_bloomstate.bloomwidth;
3518         r_refdef.view.height = r_bloomstate.bloomheight;
3519
3520         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3521         // TODO: add exposure compensation features
3522         // TODO: add fp16 framebuffer support
3523
3524         r_refdef.view.showdebug = false;
3525         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3526
3527         R_ClearScreen(r_refdef.fogenabled);
3528         if (r_timereport_active)
3529                 R_TimeReport("HDRclear");
3530
3531         R_View_Update();
3532         if (r_timereport_active)
3533                 R_TimeReport("visibility");
3534
3535         r_waterstate.numwaterplanes = 0;
3536         if (r_waterstate.enabled)
3537                 R_RenderWaterPlanes();
3538
3539         r_refdef.view.showdebug = true;
3540         R_RenderScene();
3541         r_waterstate.numwaterplanes = 0;
3542
3543         R_ResetViewRendering2D();
3544
3545         R_Bloom_CopyHDRTexture();
3546         R_Bloom_MakeTexture();
3547
3548         // restore the view settings
3549         r_refdef.view.width = oldwidth;
3550         r_refdef.view.height = oldheight;
3551         r_refdef.view.colorscale = oldcolorscale;
3552
3553         R_ResetViewRendering3D();
3554
3555         R_ClearScreen(r_refdef.fogenabled);
3556         if (r_timereport_active)
3557                 R_TimeReport("viewclear");
3558 }
3559
3560 static void R_BlendView(void)
3561 {
3562         if (r_bloomstate.texture_screen)
3563         {
3564                 // copy view into the screen texture
3565                 R_ResetViewRendering2D();
3566                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3567                 R_Mesh_ColorPointer(NULL, 0, 0);
3568                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3569                 GL_ActiveTexture(0);CHECKGLERROR
3570                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3571                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3572         }
3573
3574         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3575         {
3576                 unsigned int permutation =
3577                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3578                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3579                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3580                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3581
3582                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3583                 {
3584                         // render simple bloom effect
3585                         // copy the screen and shrink it and darken it for the bloom process
3586                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3587                         // make the bloom texture
3588                         R_Bloom_MakeTexture();
3589                 }
3590
3591                 R_ResetViewRendering2D();
3592                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3593                 R_Mesh_ColorPointer(NULL, 0, 0);
3594                 GL_Color(1, 1, 1, 1);
3595                 GL_BlendFunc(GL_ONE, GL_ZERO);
3596                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3597                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3598                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3599                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3600                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3601                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3602                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3603                 if (r_glsl_permutation->loc_TintColor >= 0)
3604                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3605                 if (r_glsl_permutation->loc_ClientTime >= 0)
3606                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3607                 if (r_glsl_permutation->loc_PixelSize >= 0)
3608                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3609                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3610                 {
3611                         float a=0, b=0, c=0, d=0;
3612 #if _MSC_VER >= 1400
3613 #define sscanf sscanf_s
3614 #endif
3615                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3616                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3617                 }
3618                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3619                 {
3620                         float a=0, b=0, c=0, d=0;
3621                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3622                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3623                 }
3624                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3625                 {
3626                         float a=0, b=0, c=0, d=0;
3627                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3628                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3629                 }
3630                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3631                 {
3632                         float a=0, b=0, c=0, d=0;
3633                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3634                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3635                 }
3636                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3637                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3638                 return;
3639         }
3640
3641
3642
3643         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3644         {
3645                 // render high dynamic range bloom effect
3646                 // the bloom texture was made earlier this render, so we just need to
3647                 // blend it onto the screen...
3648                 R_ResetViewRendering2D();
3649                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3650                 R_Mesh_ColorPointer(NULL, 0, 0);
3651                 R_SetupGenericShader(true);
3652                 GL_Color(1, 1, 1, 1);
3653                 GL_BlendFunc(GL_ONE, GL_ONE);
3654                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3655                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3656                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3657                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3658         }
3659         else if (r_bloomstate.texture_bloom)
3660         {
3661                 // render simple bloom effect
3662                 // copy the screen and shrink it and darken it for the bloom process
3663                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3664                 // make the bloom texture
3665                 R_Bloom_MakeTexture();
3666                 // put the original screen image back in place and blend the bloom
3667                 // texture on it
3668                 R_ResetViewRendering2D();
3669                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3670                 R_Mesh_ColorPointer(NULL, 0, 0);
3671                 GL_Color(1, 1, 1, 1);
3672                 GL_BlendFunc(GL_ONE, GL_ZERO);
3673                 // do both in one pass if possible
3674                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3675                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3676                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3677                 {
3678                         R_SetupGenericTwoTextureShader(GL_ADD);
3679                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3680                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3681                 }
3682                 else
3683                 {
3684                         R_SetupGenericShader(true);
3685                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3686                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3687                         // now blend on the bloom texture
3688                         GL_BlendFunc(GL_ONE, GL_ONE);
3689                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3690                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3691                 }
3692                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3693                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3694         }
3695         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3696         {
3697                 // apply a color tint to the whole view
3698                 R_ResetViewRendering2D();
3699                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3700                 R_Mesh_ColorPointer(NULL, 0, 0);
3701                 R_SetupGenericShader(false);
3702                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3703                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3704                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3705         }
3706 }
3707
3708 matrix4x4_t r_waterscrollmatrix;
3709
3710 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3711 {
3712         if (r_refdef.fog_density)
3713         {
3714                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3715                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3716                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3717
3718                 {
3719                         vec3_t fogvec;
3720                         VectorCopy(r_refdef.fogcolor, fogvec);
3721                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3722                         {
3723                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3724                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3725                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3726                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3727                         }
3728                         //   color.rgb *= ContrastBoost * SceneBrightness;
3729                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3730                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3731                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3732                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3733                 }
3734         }
3735 }
3736
3737 void R_UpdateVariables(void)
3738 {
3739         R_Textures_Frame();
3740
3741         r_refdef.scene.ambient = r_ambient.value;
3742
3743         r_refdef.farclip = 4096;
3744         if (r_refdef.scene.worldmodel)
3745                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3746         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3747
3748         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3749                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3750         r_refdef.polygonfactor = 0;
3751         r_refdef.polygonoffset = 0;
3752         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3753         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3754
3755         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3756         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3757         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3758         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3759         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3760         if (r_showsurfaces.integer)
3761         {
3762                 r_refdef.scene.rtworld = false;
3763                 r_refdef.scene.rtworldshadows = false;
3764                 r_refdef.scene.rtdlight = false;
3765                 r_refdef.scene.rtdlightshadows = false;
3766                 r_refdef.lightmapintensity = 0;
3767         }
3768
3769         if (gamemode == GAME_NEHAHRA)
3770         {
3771                 if (gl_fogenable.integer)
3772                 {
3773                         r_refdef.oldgl_fogenable = true;
3774                         r_refdef.fog_density = gl_fogdensity.value;
3775                         r_refdef.fog_red = gl_fogred.value;
3776                         r_refdef.fog_green = gl_foggreen.value;
3777                         r_refdef.fog_blue = gl_fogblue.value;
3778                         r_refdef.fog_alpha = 1;
3779                         r_refdef.fog_start = 0;
3780                         r_refdef.fog_end = gl_skyclip.value;
3781                 }
3782                 else if (r_refdef.oldgl_fogenable)
3783                 {
3784                         r_refdef.oldgl_fogenable = false;
3785                         r_refdef.fog_density = 0;
3786                         r_refdef.fog_red = 0;
3787                         r_refdef.fog_green = 0;
3788                         r_refdef.fog_blue = 0;
3789                         r_refdef.fog_alpha = 0;
3790                         r_refdef.fog_start = 0;
3791                         r_refdef.fog_end = 0;
3792                 }
3793         }
3794
3795         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3796         r_refdef.fog_start = max(0, r_refdef.fog_start);
3797         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3798
3799         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3800
3801         if (r_refdef.fog_density && r_drawfog.integer)
3802         {
3803                 r_refdef.fogenabled = true;
3804                 // this is the point where the fog reaches 0.9986 alpha, which we
3805                 // consider a good enough cutoff point for the texture
3806                 // (0.9986 * 256 == 255.6)
3807                 if (r_fog_exp2.integer)
3808                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3809                 else
3810                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3811                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3812                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3813                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3814                 // fog color was already set
3815                 // update the fog texture
3816                 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)
3817                         R_BuildFogTexture();
3818         }
3819         else
3820                 r_refdef.fogenabled = false;
3821
3822         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3823         {
3824                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3825                 {
3826                         // build GLSL gamma texture
3827 #define RAMPWIDTH 256
3828                         unsigned short ramp[RAMPWIDTH * 3];
3829                         unsigned char rampbgr[RAMPWIDTH][4];
3830                         int i;
3831
3832                         r_texture_gammaramps_serial = vid_gammatables_serial;
3833
3834                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3835                         for(i = 0; i < RAMPWIDTH; ++i)
3836                         {
3837                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3838                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3839                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
3840                                 rampbgr[i][3] = 0;
3841                         }
3842                         if (r_texture_gammaramps)
3843                         {
3844                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
3845                         }
3846                         else
3847                         {
3848                                 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);
3849                         }
3850                 }
3851         }
3852         else
3853         {
3854                 // remove GLSL gamma texture
3855         }
3856 }
3857
3858 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3859 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3860 /*
3861 ================
3862 R_SelectScene
3863 ================
3864 */
3865 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3866         if( scenetype != r_currentscenetype ) {
3867                 // store the old scenetype
3868                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3869                 r_currentscenetype = scenetype;
3870                 // move in the new scene
3871                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3872         }
3873 }
3874
3875 /*
3876 ================
3877 R_GetScenePointer
3878 ================
3879 */
3880 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3881 {
3882         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3883         if( scenetype == r_currentscenetype ) {
3884                 return &r_refdef.scene;
3885         } else {
3886                 return &r_scenes_store[ scenetype ];
3887         }
3888 }
3889
3890 /*
3891 ================
3892 R_RenderView
3893 ================
3894 */
3895 void R_RenderView(void)
3896 {
3897         r_frame++; // used only by R_GetCurrentTexture
3898         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3899
3900         if (r_refdef.view.isoverlay)
3901         {
3902                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3903                 GL_Clear( GL_DEPTH_BUFFER_BIT );
3904                 R_TimeReport("depthclear");
3905
3906                 r_refdef.view.showdebug = false;
3907
3908                 r_waterstate.enabled = false;
3909                 r_waterstate.numwaterplanes = 0;
3910
3911                 R_RenderScene();
3912
3913                 CHECKGLERROR
3914                 return;
3915         }
3916
3917         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3918                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3919
3920         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3921
3922         // break apart the view matrix into vectors for various purposes
3923         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3924         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3925         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3926         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3927         // make an inverted copy of the view matrix for tracking sprites
3928         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3929
3930         R_Shadow_UpdateWorldLightSelection();
3931
3932         R_Bloom_StartFrame();
3933         R_Water_StartFrame();
3934
3935         CHECKGLERROR
3936         if (r_timereport_active)
3937                 R_TimeReport("viewsetup");
3938
3939         R_ResetViewRendering3D();
3940
3941         if (r_refdef.view.clear || r_refdef.fogenabled)
3942         {
3943                 R_ClearScreen(r_refdef.fogenabled);
3944                 if (r_timereport_active)
3945                         R_TimeReport("viewclear");
3946         }
3947         r_refdef.view.clear = true;
3948
3949         // this produces a bloom texture to be used in R_BlendView() later
3950         if (r_hdr.integer)
3951                 R_HDR_RenderBloomTexture();
3952
3953         r_refdef.view.showdebug = true;
3954
3955         R_View_Update();
3956         if (r_timereport_active)
3957                 R_TimeReport("visibility");
3958
3959         r_waterstate.numwaterplanes = 0;
3960         if (r_waterstate.enabled)
3961                 R_RenderWaterPlanes();
3962
3963         R_RenderScene();
3964         r_waterstate.numwaterplanes = 0;
3965
3966         R_BlendView();
3967         if (r_timereport_active)
3968                 R_TimeReport("blendview");
3969
3970         GL_Scissor(0, 0, vid.width, vid.height);
3971         GL_ScissorTest(false);
3972         CHECKGLERROR
3973 }
3974
3975 void R_RenderWaterPlanes(void)
3976 {
3977         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3978         {
3979                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3980                 if (r_timereport_active)
3981                         R_TimeReport("waterworld");
3982         }
3983
3984         // don't let sound skip if going slow
3985         if (r_refdef.scene.extraupdate)
3986                 S_ExtraUpdate ();
3987
3988         R_DrawModelsAddWaterPlanes();
3989         if (r_timereport_active)
3990                 R_TimeReport("watermodels");
3991
3992         if (r_waterstate.numwaterplanes)
3993         {
3994                 R_Water_ProcessPlanes();
3995                 if (r_timereport_active)
3996                         R_TimeReport("waterscenes");
3997         }
3998 }
3999
4000 extern void R_DrawLightningBeams (void);
4001 extern void VM_CL_AddPolygonsToMeshQueue (void);
4002 extern void R_DrawPortals (void);
4003 extern cvar_t cl_locs_show;
4004 static void R_DrawLocs(void);
4005 static void R_DrawEntityBBoxes(void);
4006 void R_RenderScene(void)
4007 {
4008         r_refdef.stats.renders++;
4009
4010         R_UpdateFogColor();
4011
4012         // don't let sound skip if going slow
4013         if (r_refdef.scene.extraupdate)
4014                 S_ExtraUpdate ();
4015
4016         R_MeshQueue_BeginScene();
4017
4018         R_SkyStartFrame();
4019
4020         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);
4021
4022         if (cl.csqc_vidvars.drawworld)
4023         {
4024                 // don't let sound skip if going slow
4025                 if (r_refdef.scene.extraupdate)
4026                         S_ExtraUpdate ();
4027
4028                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4029                 {
4030                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4031                         if (r_timereport_active)
4032                                 R_TimeReport("worldsky");
4033                 }
4034
4035                 if (R_DrawBrushModelsSky() && r_timereport_active)
4036                         R_TimeReport("bmodelsky");
4037         }
4038
4039         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4040         {
4041                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4042                 if (r_timereport_active)
4043                         R_TimeReport("worlddepth");
4044         }
4045         if (r_depthfirst.integer >= 2)
4046         {
4047                 R_DrawModelsDepth();
4048                 if (r_timereport_active)
4049                         R_TimeReport("modeldepth");
4050         }
4051
4052         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4053         {
4054                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4055                 if (r_timereport_active)
4056                         R_TimeReport("world");
4057         }
4058
4059         // don't let sound skip if going slow
4060         if (r_refdef.scene.extraupdate)
4061                 S_ExtraUpdate ();
4062
4063         R_DrawModels();
4064         if (r_timereport_active)
4065                 R_TimeReport("models");
4066
4067         // don't let sound skip if going slow
4068         if (r_refdef.scene.extraupdate)
4069                 S_ExtraUpdate ();
4070
4071         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4072         {
4073                 R_DrawModelShadows();
4074
4075                 R_ResetViewRendering3D();
4076
4077                 // don't let sound skip if going slow
4078                 if (r_refdef.scene.extraupdate)
4079                         S_ExtraUpdate ();
4080         }
4081
4082         R_ShadowVolumeLighting(false);
4083         if (r_timereport_active)
4084                 R_TimeReport("rtlights");
4085
4086         // don't let sound skip if going slow
4087         if (r_refdef.scene.extraupdate)
4088                 S_ExtraUpdate ();
4089
4090         if (cl.csqc_vidvars.drawworld)
4091         {
4092                 R_DrawLightningBeams();
4093                 if (r_timereport_active)
4094                         R_TimeReport("lightning");
4095
4096                 R_DrawDecals();
4097                 if (r_timereport_active)
4098                         R_TimeReport("decals");
4099
4100                 R_DrawParticles();
4101                 if (r_timereport_active)
4102                         R_TimeReport("particles");
4103
4104                 R_DrawExplosions();
4105                 if (r_timereport_active)
4106                         R_TimeReport("explosions");
4107         }
4108
4109         R_SetupGenericShader(true);
4110         VM_CL_AddPolygonsToMeshQueue();
4111
4112         if (r_refdef.view.showdebug)
4113         {
4114                 if (cl_locs_show.integer)
4115                 {
4116                         R_DrawLocs();
4117                         if (r_timereport_active)
4118                                 R_TimeReport("showlocs");
4119                 }
4120
4121                 if (r_drawportals.integer)
4122                 {
4123                         R_DrawPortals();
4124                         if (r_timereport_active)
4125                                 R_TimeReport("portals");
4126                 }
4127
4128                 if (r_showbboxes.value > 0)
4129                 {
4130                         R_DrawEntityBBoxes();
4131                         if (r_timereport_active)
4132                                 R_TimeReport("bboxes");
4133                 }
4134         }
4135
4136         R_SetupGenericShader(true);
4137         R_MeshQueue_RenderTransparent();
4138         if (r_timereport_active)
4139                 R_TimeReport("drawtrans");
4140
4141         R_SetupGenericShader(true);
4142
4143         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))
4144         {
4145                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4146                 if (r_timereport_active)
4147                         R_TimeReport("worlddebug");
4148                 R_DrawModelsDebug();
4149                 if (r_timereport_active)
4150                         R_TimeReport("modeldebug");
4151         }
4152
4153         R_SetupGenericShader(true);
4154
4155         if (cl.csqc_vidvars.drawworld)
4156         {
4157                 R_DrawCoronas();
4158                 if (r_timereport_active)
4159                         R_TimeReport("coronas");
4160         }
4161
4162         // don't let sound skip if going slow
4163         if (r_refdef.scene.extraupdate)
4164                 S_ExtraUpdate ();
4165
4166         R_ResetViewRendering2D();
4167 }
4168
4169 static const unsigned short bboxelements[36] =
4170 {
4171         5, 1, 3, 5, 3, 7,
4172         6, 2, 0, 6, 0, 4,
4173         7, 3, 2, 7, 2, 6,
4174         4, 0, 1, 4, 1, 5,
4175         4, 5, 7, 4, 7, 6,
4176         1, 0, 2, 1, 2, 3,
4177 };
4178
4179 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4180 {
4181         int i;
4182         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4183         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4184         GL_DepthMask(false);
4185         GL_DepthRange(0, 1);
4186         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4187         R_Mesh_Matrix(&identitymatrix);
4188         R_Mesh_ResetTextureState();
4189
4190         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4191         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4192         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4193         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4194         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4195         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4196         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4197         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4198         R_FillColors(color4f, 8, cr, cg, cb, ca);
4199         if (r_refdef.fogenabled)
4200         {
4201                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4202                 {
4203                         f1 = FogPoint_World(v);
4204                         f2 = 1 - f1;
4205                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4206                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4207                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4208                 }
4209         }
4210         R_Mesh_VertexPointer(vertex3f, 0, 0);
4211         R_Mesh_ColorPointer(color4f, 0, 0);
4212         R_Mesh_ResetTextureState();
4213         R_SetupGenericShader(false);
4214         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4215 }
4216
4217 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4218 {
4219         int i;
4220         float color[4];
4221         prvm_edict_t *edict;
4222         prvm_prog_t *prog_save = prog;
4223
4224         // this function draws bounding boxes of server entities
4225         if (!sv.active)
4226                 return;
4227
4228         GL_CullFace(GL_NONE);
4229         R_SetupGenericShader(false);
4230
4231         prog = 0;
4232         SV_VM_Begin();
4233         for (i = 0;i < numsurfaces;i++)
4234         {
4235                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4236                 switch ((int)edict->fields.server->solid)
4237                 {
4238                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4239                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4240                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4241                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4242                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4243                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4244                 }
4245                 color[3] *= r_showbboxes.value;
4246                 color[3] = bound(0, color[3], 1);
4247                 GL_DepthTest(!r_showdisabledepthtest.integer);
4248                 GL_CullFace(r_refdef.view.cullface_front);
4249                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4250         }
4251         SV_VM_End();
4252         prog = prog_save;
4253 }
4254
4255 static void R_DrawEntityBBoxes(void)
4256 {
4257         int i;
4258         prvm_edict_t *edict;
4259         vec3_t center;
4260         prvm_prog_t *prog_save = prog;
4261
4262         // this function draws bounding boxes of server entities
4263         if (!sv.active)
4264                 return;
4265
4266         prog = 0;
4267         SV_VM_Begin();
4268         for (i = 0;i < prog->num_edicts;i++)
4269         {
4270                 edict = PRVM_EDICT_NUM(i);
4271                 if (edict->priv.server->free)
4272                         continue;
4273                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4274                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4275                         continue;
4276                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4277                         continue;
4278                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4279                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4280         }
4281         SV_VM_End();
4282         prog = prog_save;
4283 }
4284
4285 unsigned short nomodelelements[24] =
4286 {
4287         5, 2, 0,
4288         5, 1, 2,
4289         5, 0, 3,
4290         5, 3, 1,
4291         0, 2, 4,
4292         2, 1, 4,
4293         3, 0, 4,
4294         1, 3, 4
4295 };
4296
4297 float nomodelvertex3f[6*3] =
4298 {
4299         -16,   0,   0,
4300          16,   0,   0,
4301           0, -16,   0,
4302           0,  16,   0,
4303           0,   0, -16,
4304           0,   0,  16
4305 };
4306
4307 float nomodelcolor4f[6*4] =
4308 {
4309         0.0f, 0.0f, 0.5f, 1.0f,
4310         0.0f, 0.0f, 0.5f, 1.0f,
4311         0.0f, 0.5f, 0.0f, 1.0f,
4312         0.0f, 0.5f, 0.0f, 1.0f,
4313         0.5f, 0.0f, 0.0f, 1.0f,
4314         0.5f, 0.0f, 0.0f, 1.0f
4315 };
4316
4317 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4318 {
4319         int i;
4320         float f1, f2, *c;
4321         float color4f[6*4];
4322         // this is only called once per entity so numsurfaces is always 1, and
4323         // surfacelist is always {0}, so this code does not handle batches
4324         R_Mesh_Matrix(&ent->matrix);
4325
4326         if (ent->flags & EF_ADDITIVE)
4327         {
4328                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4329                 GL_DepthMask(false);
4330         }
4331         else if (ent->alpha < 1)
4332         {
4333                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4334                 GL_DepthMask(false);
4335         }
4336         else
4337         {
4338                 GL_BlendFunc(GL_ONE, GL_ZERO);
4339                 GL_DepthMask(true);
4340         }
4341         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4342         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4343         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4344         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4345         R_SetupGenericShader(false);
4346         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4347         if (r_refdef.fogenabled)
4348         {
4349                 vec3_t org;
4350                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4351                 R_Mesh_ColorPointer(color4f, 0, 0);
4352                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4353                 f1 = FogPoint_World(org);
4354                 f2 = 1 - f1;
4355                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4356                 {
4357                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4358                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4359                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4360                         c[3] *= ent->alpha;
4361                 }
4362         }
4363         else if (ent->alpha != 1)
4364         {
4365                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4366                 R_Mesh_ColorPointer(color4f, 0, 0);
4367                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4368                         c[3] *= ent->alpha;
4369         }
4370         else
4371                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4372         R_Mesh_ResetTextureState();
4373         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4374 }
4375
4376 void R_DrawNoModel(entity_render_t *ent)
4377 {
4378         vec3_t org;
4379         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4380         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4381                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4382         //else
4383         //      R_DrawNoModelCallback(ent, 0);
4384 }
4385
4386 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4387 {
4388         vec3_t right1, right2, diff, normal;
4389
4390         VectorSubtract (org2, org1, normal);
4391
4392         // calculate 'right' vector for start
4393         VectorSubtract (r_refdef.view.origin, org1, diff);
4394         CrossProduct (normal, diff, right1);
4395         VectorNormalize (right1);
4396
4397         // calculate 'right' vector for end
4398         VectorSubtract (r_refdef.view.origin, org2, diff);
4399         CrossProduct (normal, diff, right2);
4400         VectorNormalize (right2);
4401
4402         vert[ 0] = org1[0] + width * right1[0];
4403         vert[ 1] = org1[1] + width * right1[1];
4404         vert[ 2] = org1[2] + width * right1[2];
4405         vert[ 3] = org1[0] - width * right1[0];
4406         vert[ 4] = org1[1] - width * right1[1];
4407         vert[ 5] = org1[2] - width * right1[2];
4408         vert[ 6] = org2[0] - width * right2[0];
4409         vert[ 7] = org2[1] - width * right2[1];
4410         vert[ 8] = org2[2] - width * right2[2];
4411         vert[ 9] = org2[0] + width * right2[0];
4412         vert[10] = org2[1] + width * right2[1];
4413         vert[11] = org2[2] + width * right2[2];
4414 }
4415
4416 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4417
4418 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)
4419 {
4420         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4421         float fog = 1.0f;
4422         float vertex3f[12];
4423
4424         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4425                 fog = FogPoint_World(origin);
4426
4427         R_Mesh_Matrix(&identitymatrix);
4428         GL_BlendFunc(blendfunc1, blendfunc2);
4429
4430         GL_CullFace(GL_NONE);
4431
4432         GL_DepthMask(false);
4433         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4434         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4435         GL_DepthTest(!depthdisable);
4436
4437         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4438         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4439         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4440         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4441         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4442         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4443         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4444         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4445         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4446         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4447         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4448         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4449
4450         R_Mesh_VertexPointer(vertex3f, 0, 0);
4451         R_Mesh_ColorPointer(NULL, 0, 0);
4452         R_Mesh_ResetTextureState();
4453         R_SetupGenericShader(true);
4454         R_Mesh_TexBind(0, R_GetTexture(texture));
4455         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4456         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4457         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4458         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4459
4460         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4461         {
4462                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4463                 GL_BlendFunc(blendfunc1, GL_ONE);
4464                 fog = 1 - fog;
4465                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4466                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4467         }
4468 }
4469
4470 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4471 {
4472         int i;
4473         float *vertex3f;
4474         float v[3];
4475         VectorSet(v, x, y, z);
4476         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4477                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4478                         break;
4479         if (i == mesh->numvertices)
4480         {
4481                 if (mesh->numvertices < mesh->maxvertices)
4482                 {
4483                         VectorCopy(v, vertex3f);
4484                         mesh->numvertices++;
4485                 }
4486                 return mesh->numvertices;
4487         }
4488         else
4489                 return i;
4490 }
4491
4492 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4493 {
4494         int i;
4495         int *e, element[3];
4496         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4497         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4498         e = mesh->element3i + mesh->numtriangles * 3;
4499         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4500         {
4501                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4502                 if (mesh->numtriangles < mesh->maxtriangles)
4503                 {
4504                         *e++ = element[0];
4505                         *e++ = element[1];
4506                         *e++ = element[2];
4507                         mesh->numtriangles++;
4508                 }
4509                 element[1] = element[2];
4510         }
4511 }
4512
4513 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4514 {
4515         int i;
4516         int *e, element[3];
4517         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4518         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4519         e = mesh->element3i + mesh->numtriangles * 3;
4520         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4521         {
4522                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4523                 if (mesh->numtriangles < mesh->maxtriangles)
4524                 {
4525                         *e++ = element[0];
4526                         *e++ = element[1];
4527                         *e++ = element[2];
4528                         mesh->numtriangles++;
4529                 }
4530                 element[1] = element[2];
4531         }
4532 }
4533
4534 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4535 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4536 {
4537         int planenum, planenum2;
4538         int w;
4539         int tempnumpoints;
4540         mplane_t *plane, *plane2;
4541         double maxdist;
4542         double temppoints[2][256*3];
4543         // figure out how large a bounding box we need to properly compute this brush
4544         maxdist = 0;
4545         for (w = 0;w < numplanes;w++)
4546                 maxdist = max(maxdist, planes[w].dist);
4547         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4548         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4549         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4550         {
4551                 w = 0;
4552                 tempnumpoints = 4;
4553                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4554                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4555                 {
4556                         if (planenum2 == planenum)
4557                                 continue;
4558                         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);
4559                         w = !w;
4560                 }
4561                 if (tempnumpoints < 3)
4562                         continue;
4563                 // generate elements forming a triangle fan for this polygon
4564                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4565         }
4566 }
4567
4568 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)
4569 {
4570         texturelayer_t *layer;
4571         layer = t->currentlayers + t->currentnumlayers++;
4572         layer->type = type;
4573         layer->depthmask = depthmask;
4574         layer->blendfunc1 = blendfunc1;
4575         layer->blendfunc2 = blendfunc2;
4576         layer->texture = texture;
4577         layer->texmatrix = *matrix;
4578         layer->color[0] = r * r_refdef.view.colorscale;
4579         layer->color[1] = g * r_refdef.view.colorscale;
4580         layer->color[2] = b * r_refdef.view.colorscale;
4581         layer->color[3] = a;
4582 }
4583
4584 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4585 {
4586         double index, f;
4587         index = parms[2] + r_refdef.scene.time * parms[3];
4588         index -= floor(index);
4589         switch (func)
4590         {
4591         default:
4592         case Q3WAVEFUNC_NONE:
4593         case Q3WAVEFUNC_NOISE:
4594         case Q3WAVEFUNC_COUNT:
4595                 f = 0;
4596                 break;
4597         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4598         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4599         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4600         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4601         case Q3WAVEFUNC_TRIANGLE:
4602                 index *= 4;
4603                 f = index - floor(index);
4604                 if (index < 1)
4605                         f = f;
4606                 else if (index < 2)
4607                         f = 1 - f;
4608                 else if (index < 3)
4609                         f = -f;
4610                 else
4611                         f = -(1 - f);
4612                 break;
4613         }
4614         return (float)(parms[0] + parms[1] * f);
4615 }
4616
4617 texture_t *R_GetCurrentTexture(texture_t *t)
4618 {
4619         int w, h, idx;
4620         int i;
4621         const entity_render_t *ent = rsurface.entity;
4622         dp_model_t *model = ent->model;
4623         float f;
4624         float tcmat[12];
4625         q3shaderinfo_layer_tcmod_t *tcmod;
4626
4627         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4628                 return t->currentframe;
4629         t->update_lastrenderframe = r_frame;
4630         t->update_lastrenderentity = (void *)ent;
4631
4632         // switch to an alternate material if this is a q1bsp animated material
4633         {
4634                 texture_t *texture = t;
4635                 int s = ent->skinnum;
4636                 if ((unsigned int)s >= (unsigned int)model->numskins)
4637                         s = 0;
4638                 if (model->skinscenes)
4639                 {
4640                         if (model->skinscenes[s].framecount > 1)
4641                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4642                         else
4643                                 s = model->skinscenes[s].firstframe;
4644                 }
4645                 if (s > 0)
4646                         t = t + s * model->num_surfaces;
4647                 if (t->animated)
4648                 {
4649                         // use an alternate animation if the entity's frame is not 0,
4650                         // and only if the texture has an alternate animation
4651                         if (ent->frame2 != 0 && t->anim_total[1])
4652                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4653                         else
4654                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4655                 }
4656                 texture->currentframe = t;
4657         }
4658
4659         // update currentskinframe to be a qw skin or animation frame
4660         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"))
4661         {
4662                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4663                 {
4664                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4665                         if (developer_loading.integer)
4666                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4667                         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);
4668                 }
4669                 t->currentskinframe = r_qwskincache_skinframe[i];
4670                 if (t->currentskinframe == NULL)
4671                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4672         }
4673         else if (t->numskinframes >= 2)
4674                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4675         if (t->backgroundnumskinframes >= 2)
4676                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4677
4678         t->currentmaterialflags = t->basematerialflags;
4679         t->currentalpha = ent->alpha;
4680         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4681                 t->currentalpha *= r_wateralpha.value;
4682         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4683                 t->currentalpha *= t->r_water_wateralpha;
4684         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4685                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4686         if (!(ent->flags & RENDER_LIGHT))
4687                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4688         else if (rsurface.modeltexcoordlightmap2f == NULL)
4689         {
4690                 // pick a model lighting mode
4691                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4692                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4693                 else
4694                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4695         }
4696         if (ent->effects & EF_ADDITIVE)
4697                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4698         else if (t->currentalpha < 1)
4699                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4700         if (ent->effects & EF_DOUBLESIDED)
4701                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4702         if (ent->effects & EF_NODEPTHTEST)
4703                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4704         if (ent->flags & RENDER_VIEWMODEL)
4705                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4706         if (t->backgroundnumskinframes)
4707                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4708         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4709         {
4710                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4711                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4712         }
4713         else
4714                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4715
4716         // there is no tcmod
4717         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4718                 t->currenttexmatrix = r_waterscrollmatrix;
4719
4720         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4721         {
4722                 matrix4x4_t matrix;
4723                 switch(tcmod->tcmod)
4724                 {
4725                 case Q3TCMOD_COUNT:
4726                 case Q3TCMOD_NONE:
4727                         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4728                                 matrix = r_waterscrollmatrix;
4729                         else
4730                                 matrix = identitymatrix;
4731                         break;
4732                 case Q3TCMOD_ENTITYTRANSLATE:
4733                         // this is used in Q3 to allow the gamecode to control texcoord
4734                         // scrolling on the entity, which is not supported in darkplaces yet.
4735                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4736                         break;
4737                 case Q3TCMOD_ROTATE:
4738                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4739                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4740                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4741                         break;
4742                 case Q3TCMOD_SCALE:
4743                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4744                         break;
4745                 case Q3TCMOD_SCROLL:
4746                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4747                         break;
4748                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4749                         w = (int) tcmod->parms[0];
4750                         h = (int) tcmod->parms[1];
4751                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4752                         f = f - floor(f);
4753                         idx = (int) floor(f * w * h);
4754                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4755                         break;
4756                 case Q3TCMOD_STRETCH:
4757                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4758                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4759                         break;
4760                 case Q3TCMOD_TRANSFORM:
4761                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4762                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4763                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4764                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4765                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4766                         break;
4767                 case Q3TCMOD_TURBULENT:
4768                         // this is handled in the RSurf_PrepareVertices function
4769                         matrix = identitymatrix;
4770                         break;
4771                 }
4772                 // either replace or concatenate the transformation
4773                 if (i < 1)
4774                         t->currenttexmatrix = matrix;
4775                 else
4776                 {
4777                         matrix4x4_t temp = t->currenttexmatrix;
4778                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4779                 }
4780         }
4781
4782         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4783         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4784         t->glosstexture = r_texture_black;
4785         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4786         t->backgroundglosstexture = r_texture_black;
4787         t->specularpower = r_shadow_glossexponent.value;
4788         // TODO: store reference values for these in the texture?
4789         t->specularscale = 0;
4790         if (r_shadow_gloss.integer > 0)
4791         {
4792                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4793                 {
4794                         if (r_shadow_glossintensity.value > 0)
4795                         {
4796                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4797                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4798                                 t->specularscale = r_shadow_glossintensity.value;
4799                         }
4800                 }
4801                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4802                 {
4803                         t->glosstexture = r_texture_white;
4804                         t->backgroundglosstexture = r_texture_white;
4805                         t->specularscale = r_shadow_gloss2intensity.value;
4806                 }
4807         }
4808
4809         // lightmaps mode looks bad with dlights using actual texturing, so turn
4810         // off the colormap and glossmap, but leave the normalmap on as it still
4811         // accurately represents the shading involved
4812         if (gl_lightmaps.integer)
4813         {
4814                 t->basetexture = r_texture_grey128;
4815                 t->backgroundbasetexture = NULL;
4816                 t->specularscale = 0;
4817                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4818         }
4819
4820         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4821         VectorClear(t->dlightcolor);
4822         t->currentnumlayers = 0;
4823         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4824         {
4825                 int layerflags = 0;
4826                 int blendfunc1, blendfunc2, depthmask;
4827                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4828                 {
4829                         blendfunc1 = GL_SRC_ALPHA;
4830                         blendfunc2 = GL_ONE;
4831                 }
4832                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4833                 {
4834                         blendfunc1 = GL_SRC_ALPHA;
4835                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4836                 }
4837                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4838                 {
4839                         blendfunc1 = t->customblendfunc[0];
4840                         blendfunc2 = t->customblendfunc[1];
4841                 }
4842                 else
4843                 {
4844                         blendfunc1 = GL_ONE;
4845                         blendfunc2 = GL_ZERO;
4846                 }
4847                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4848                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4849                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4850                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4851                 {
4852                         // fullbright is not affected by r_refdef.lightmapintensity
4853                         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]);
4854                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4855                                 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]);
4856                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4857                                 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]);
4858                 }
4859                 else
4860                 {
4861                         vec3_t ambientcolor;
4862                         float colorscale;
4863                         // set the color tint used for lights affecting this surface
4864                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4865                         colorscale = 2;
4866                         // q3bsp has no lightmap updates, so the lightstylevalue that
4867                         // would normally be baked into the lightmap must be
4868                         // applied to the color
4869                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4870                         if (ent->model->type == mod_brushq3)
4871                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4872                         colorscale *= r_refdef.lightmapintensity;
4873                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4874                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4875                         // basic lit geometry
4876                         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]);
4877                         // add pants/shirt if needed
4878                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4879                                 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]);
4880                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4881                                 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]);
4882                         // now add ambient passes if needed
4883                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4884                         {
4885                                 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]);
4886                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4887                                         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]);
4888                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4889                                         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]);
4890                         }
4891                 }
4892                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4893                         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]);
4894                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4895                 {
4896                         // if this is opaque use alpha blend which will darken the earlier
4897                         // passes cheaply.
4898                         //
4899                         // if this is an alpha blended material, all the earlier passes
4900                         // were darkened by fog already, so we only need to add the fog
4901                         // color ontop through the fog mask texture
4902                         //
4903                         // if this is an additive blended material, all the earlier passes
4904                         // were darkened by fog already, and we should not add fog color
4905                         // (because the background was not darkened, there is no fog color
4906                         // that was lost behind it).
4907                         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]);
4908                 }
4909         }
4910
4911         return t->currentframe;
4912 }
4913
4914 rsurfacestate_t rsurface;
4915
4916 void R_Mesh_ResizeArrays(int newvertices)
4917 {
4918         float *base;
4919         if (rsurface.array_size >= newvertices)
4920                 return;
4921         if (rsurface.array_modelvertex3f)
4922                 Mem_Free(rsurface.array_modelvertex3f);
4923         rsurface.array_size = (newvertices + 1023) & ~1023;
4924         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4925         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4926         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4927         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4928         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4929         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4930         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4931         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4932         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4933         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4934         rsurface.array_color4f           = base + rsurface.array_size * 27;
4935         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4936 }
4937
4938 void RSurf_ActiveWorldEntity(void)
4939 {
4940         dp_model_t *model = r_refdef.scene.worldmodel;
4941         //if (rsurface.entity == r_refdef.scene.worldentity)
4942         //      return;
4943         rsurface.entity = r_refdef.scene.worldentity;
4944         if (rsurface.array_size < model->surfmesh.num_vertices)
4945                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4946         rsurface.matrix = identitymatrix;
4947         rsurface.inversematrix = identitymatrix;
4948         R_Mesh_Matrix(&identitymatrix);
4949         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4950         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4951         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4952         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4953         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4954         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4955         rsurface.frameblend[0].frame = 0;
4956         rsurface.frameblend[0].lerp = 1;
4957         rsurface.frameblend[1].frame = 0;
4958         rsurface.frameblend[1].lerp = 0;
4959         rsurface.frameblend[2].frame = 0;
4960         rsurface.frameblend[2].lerp = 0;
4961         rsurface.frameblend[3].frame = 0;
4962         rsurface.frameblend[3].lerp = 0;
4963         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4964         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4965         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4966         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4967         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4968         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4969         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4970         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4971         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4972         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4973         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4974         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4975         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4976         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4977         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4978         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4979         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4980         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4981         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4982         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4983         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4984         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4985         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4986         rsurface.modelelement3i = model->surfmesh.data_element3i;
4987         rsurface.modelelement3s = model->surfmesh.data_element3s;
4988         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4989         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4990         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4991         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4992         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4993         rsurface.modelsurfaces = model->data_surfaces;
4994         rsurface.generatedvertex = false;
4995         rsurface.vertex3f  = rsurface.modelvertex3f;
4996         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4997         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4998         rsurface.svector3f = rsurface.modelsvector3f;
4999         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5000         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5001         rsurface.tvector3f = rsurface.modeltvector3f;
5002         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5003         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5004         rsurface.normal3f  = rsurface.modelnormal3f;
5005         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5006         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5007         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5008 }
5009
5010 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5011 {
5012         dp_model_t *model = ent->model;
5013         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5014         //      return;
5015         rsurface.entity = (entity_render_t *)ent;
5016         if (rsurface.array_size < model->surfmesh.num_vertices)
5017                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5018         rsurface.matrix = ent->matrix;
5019         rsurface.inversematrix = ent->inversematrix;
5020         R_Mesh_Matrix(&rsurface.matrix);
5021         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5022         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5023         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5024         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5025         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5026         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5027         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5028         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5029         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5030         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5031         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5032         rsurface.frameblend[0] = ent->frameblend[0];
5033         rsurface.frameblend[1] = ent->frameblend[1];
5034         rsurface.frameblend[2] = ent->frameblend[2];
5035         rsurface.frameblend[3] = ent->frameblend[3];
5036         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5037         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5038         if (ent->model->brush.submodel)
5039         {
5040                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5041                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5042         }
5043         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
5044         {
5045                 if (wanttangents)
5046                 {
5047                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5048                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5049                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5050                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5051                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5052                 }
5053                 else if (wantnormals)
5054                 {
5055                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5056                         rsurface.modelsvector3f = NULL;
5057                         rsurface.modeltvector3f = NULL;
5058                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5059                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5060                 }
5061                 else
5062                 {
5063                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5064                         rsurface.modelsvector3f = NULL;
5065                         rsurface.modeltvector3f = NULL;
5066                         rsurface.modelnormal3f = NULL;
5067                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5068                 }
5069                 rsurface.modelvertex3f_bufferobject = 0;
5070                 rsurface.modelvertex3f_bufferoffset = 0;
5071                 rsurface.modelsvector3f_bufferobject = 0;
5072                 rsurface.modelsvector3f_bufferoffset = 0;
5073                 rsurface.modeltvector3f_bufferobject = 0;
5074                 rsurface.modeltvector3f_bufferoffset = 0;
5075                 rsurface.modelnormal3f_bufferobject = 0;
5076                 rsurface.modelnormal3f_bufferoffset = 0;
5077                 rsurface.generatedvertex = true;
5078         }
5079         else
5080         {
5081                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5082                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5083                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5084                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5085                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5086                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5087                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5088                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5089                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5090                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5091                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5092                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5093                 rsurface.generatedvertex = false;
5094         }
5095         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5096         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5097         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5098         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5099         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5100         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5101         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5102         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5103         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5104         rsurface.modelelement3i = model->surfmesh.data_element3i;
5105         rsurface.modelelement3s = model->surfmesh.data_element3s;
5106         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5107         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5108         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5109         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5110         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5111         rsurface.modelsurfaces = model->data_surfaces;
5112         rsurface.vertex3f  = rsurface.modelvertex3f;
5113         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5114         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5115         rsurface.svector3f = rsurface.modelsvector3f;
5116         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5117         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5118         rsurface.tvector3f = rsurface.modeltvector3f;
5119         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5120         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5121         rsurface.normal3f  = rsurface.modelnormal3f;
5122         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5123         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5124         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5125 }
5126
5127 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5128 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5129 {
5130         int deformindex;
5131         int texturesurfaceindex;
5132         int i, j;
5133         float amplitude;
5134         float animpos;
5135         float scale;
5136         const float *v1, *in_tc;
5137         float *out_tc;
5138         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5139         float waveparms[4];
5140         q3shaderinfo_deform_t *deform;
5141         // 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
5142         if (rsurface.generatedvertex)
5143         {
5144                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5145                         generatenormals = true;
5146                 for (i = 0;i < Q3MAXDEFORMS;i++)
5147                 {
5148                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5149                         {
5150                                 generatetangents = true;
5151                                 generatenormals = true;
5152                         }
5153                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5154                                 generatenormals = true;
5155                 }
5156                 if (generatenormals && !rsurface.modelnormal3f)
5157                 {
5158                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5159                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5160                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5161                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5162                 }
5163                 if (generatetangents && !rsurface.modelsvector3f)
5164                 {
5165                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5166                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5167                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5168                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5169                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5170                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5171                         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);
5172                 }
5173         }
5174         rsurface.vertex3f  = rsurface.modelvertex3f;
5175         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5176         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5177         rsurface.svector3f = rsurface.modelsvector3f;
5178         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5179         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5180         rsurface.tvector3f = rsurface.modeltvector3f;
5181         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5182         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5183         rsurface.normal3f  = rsurface.modelnormal3f;
5184         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5185         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5186         // if vertices are deformed (sprite flares and things in maps, possibly
5187         // water waves, bulges and other deformations), generate them into
5188         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5189         // (may be static model data or generated data for an animated model, or
5190         //  the previous deform pass)
5191         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5192         {
5193                 switch (deform->deform)
5194                 {
5195                 default:
5196                 case Q3DEFORM_PROJECTIONSHADOW:
5197                 case Q3DEFORM_TEXT0:
5198                 case Q3DEFORM_TEXT1:
5199                 case Q3DEFORM_TEXT2:
5200                 case Q3DEFORM_TEXT3:
5201                 case Q3DEFORM_TEXT4:
5202                 case Q3DEFORM_TEXT5:
5203                 case Q3DEFORM_TEXT6:
5204                 case Q3DEFORM_TEXT7:
5205                 case Q3DEFORM_NONE:
5206                         break;
5207                 case Q3DEFORM_AUTOSPRITE:
5208                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5209                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5210                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5211                         VectorNormalize(newforward);
5212                         VectorNormalize(newright);
5213                         VectorNormalize(newup);
5214                         // make deformed versions of only the model vertices used by the specified surfaces
5215                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5216                         {
5217                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5218                                 // a single autosprite surface can contain multiple sprites...
5219                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5220                                 {
5221                                         VectorClear(center);
5222                                         for (i = 0;i < 4;i++)
5223                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5224                                         VectorScale(center, 0.25f, center);
5225                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5226                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5227                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5228                                         for (i = 0;i < 4;i++)
5229                                         {
5230                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5231                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5232                                         }
5233                                 }
5234                                 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);
5235                                 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);
5236                         }
5237                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5238                         rsurface.vertex3f_bufferobject = 0;
5239                         rsurface.vertex3f_bufferoffset = 0;
5240                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5241                         rsurface.svector3f_bufferobject = 0;
5242                         rsurface.svector3f_bufferoffset = 0;
5243                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5244                         rsurface.tvector3f_bufferobject = 0;
5245                         rsurface.tvector3f_bufferoffset = 0;
5246                         rsurface.normal3f = rsurface.array_deformednormal3f;
5247                         rsurface.normal3f_bufferobject = 0;
5248                         rsurface.normal3f_bufferoffset = 0;
5249                         break;
5250                 case Q3DEFORM_AUTOSPRITE2:
5251                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5252                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5253                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5254                         VectorNormalize(newforward);
5255                         VectorNormalize(newright);
5256                         VectorNormalize(newup);
5257                         // make deformed versions of only the model vertices used by the specified surfaces
5258                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5259                         {
5260                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5261                                 const float *v1, *v2;
5262                                 vec3_t start, end;
5263                                 float f, l;
5264                                 struct
5265                                 {
5266                                         float length2;
5267                                         const float *v1;
5268                                         const float *v2;
5269                                 }
5270                                 shortest[2];
5271                                 memset(shortest, 0, sizeof(shortest));
5272                                 // a single autosprite surface can contain multiple sprites...
5273                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5274                                 {
5275                                         VectorClear(center);
5276                                         for (i = 0;i < 4;i++)
5277                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5278                                         VectorScale(center, 0.25f, center);
5279                                         // find the two shortest edges, then use them to define the
5280                                         // axis vectors for rotating around the central axis
5281                                         for (i = 0;i < 6;i++)
5282                                         {
5283                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5284                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5285 #if 0
5286                                                 Debug_PolygonBegin(NULL, 0);
5287                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5288                                                 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);
5289                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5290                                                 Debug_PolygonEnd();
5291 #endif
5292                                                 l = VectorDistance2(v1, v2);
5293                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5294                                                 if (v1[2] != v2[2])
5295                                                         l += (1.0f / 1024.0f);
5296                                                 if (shortest[0].length2 > l || i == 0)
5297                                                 {
5298                                                         shortest[1] = shortest[0];
5299                                                         shortest[0].length2 = l;
5300                                                         shortest[0].v1 = v1;
5301                                                         shortest[0].v2 = v2;
5302                                                 }
5303                                                 else if (shortest[1].length2 > l || i == 1)
5304                                                 {
5305                                                         shortest[1].length2 = l;
5306                                                         shortest[1].v1 = v1;
5307                                                         shortest[1].v2 = v2;
5308                                                 }
5309                                         }
5310                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5311                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5312 #if 0
5313                                         Debug_PolygonBegin(NULL, 0);
5314                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5315                                         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);
5316                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5317                                         Debug_PolygonEnd();
5318 #endif
5319                                         // this calculates the right vector from the shortest edge
5320                                         // and the up vector from the edge midpoints
5321                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5322                                         VectorNormalize(right);
5323                                         VectorSubtract(end, start, up);
5324                                         VectorNormalize(up);
5325                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5326                                         //VectorSubtract(rsurface.modelorg, center, forward);
5327                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5328                                         VectorNegate(forward, forward);
5329                                         VectorReflect(forward, 0, up, forward);
5330                                         VectorNormalize(forward);
5331                                         CrossProduct(up, forward, newright);
5332                                         VectorNormalize(newright);
5333 #if 0
5334                                         Debug_PolygonBegin(NULL, 0);
5335                                         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);
5336                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5337                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5338                                         Debug_PolygonEnd();
5339 #endif
5340 #if 0
5341                                         Debug_PolygonBegin(NULL, 0);
5342                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5343                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5344                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5345                                         Debug_PolygonEnd();
5346 #endif
5347                                         // rotate the quad around the up axis vector, this is made
5348                                         // especially easy by the fact we know the quad is flat,
5349                                         // so we only have to subtract the center position and
5350                                         // measure distance along the right vector, and then
5351                                         // multiply that by the newright vector and add back the
5352                                         // center position
5353                                         // we also need to subtract the old position to undo the
5354                                         // displacement from the center, which we do with a
5355                                         // DotProduct, the subtraction/addition of center is also
5356                                         // optimized into DotProducts here
5357                                         l = DotProduct(right, center);
5358                                         for (i = 0;i < 4;i++)
5359                                         {
5360                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5361                                                 f = DotProduct(right, v1) - l;
5362                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5363                                         }
5364                                 }
5365                                 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);
5366                                 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);
5367                         }
5368                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5369                         rsurface.vertex3f_bufferobject = 0;
5370                         rsurface.vertex3f_bufferoffset = 0;
5371                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5372                         rsurface.svector3f_bufferobject = 0;
5373                         rsurface.svector3f_bufferoffset = 0;
5374                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5375                         rsurface.tvector3f_bufferobject = 0;
5376                         rsurface.tvector3f_bufferoffset = 0;
5377                         rsurface.normal3f = rsurface.array_deformednormal3f;
5378                         rsurface.normal3f_bufferobject = 0;
5379                         rsurface.normal3f_bufferoffset = 0;
5380                         break;
5381                 case Q3DEFORM_NORMAL:
5382                         // deform the normals to make reflections wavey
5383                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5384                         {
5385                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5386                                 for (j = 0;j < surface->num_vertices;j++)
5387                                 {
5388                                         float vertex[3];
5389                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5390                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5391                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5392                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5393                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5394                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5395                                         VectorNormalize(normal);
5396                                 }
5397                                 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);
5398                         }
5399                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5400                         rsurface.svector3f_bufferobject = 0;
5401                         rsurface.svector3f_bufferoffset = 0;
5402                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5403                         rsurface.tvector3f_bufferobject = 0;
5404                         rsurface.tvector3f_bufferoffset = 0;
5405                         rsurface.normal3f = rsurface.array_deformednormal3f;
5406                         rsurface.normal3f_bufferobject = 0;
5407                         rsurface.normal3f_bufferoffset = 0;
5408                         break;
5409                 case Q3DEFORM_WAVE:
5410                         // deform vertex array to make wavey water and flags and such
5411                         waveparms[0] = deform->waveparms[0];
5412                         waveparms[1] = deform->waveparms[1];
5413                         waveparms[2] = deform->waveparms[2];
5414                         waveparms[3] = deform->waveparms[3];
5415                         // this is how a divisor of vertex influence on deformation
5416                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5417                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5418                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5419                         {
5420                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5421                                 for (j = 0;j < surface->num_vertices;j++)
5422                                 {
5423                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5424                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5425                                         // if the wavefunc depends on time, evaluate it per-vertex
5426                                         if (waveparms[3])
5427                                         {
5428                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5429                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5430                                         }
5431                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5432                                 }
5433                         }
5434                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5435                         rsurface.vertex3f_bufferobject = 0;
5436                         rsurface.vertex3f_bufferoffset = 0;
5437                         break;
5438                 case Q3DEFORM_BULGE:
5439                         // deform vertex array to make the surface have moving bulges
5440                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5441                         {
5442                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5443                                 for (j = 0;j < surface->num_vertices;j++)
5444                                 {
5445                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5446                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5447                                 }
5448                         }
5449                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5450                         rsurface.vertex3f_bufferobject = 0;
5451                         rsurface.vertex3f_bufferoffset = 0;
5452                         break;
5453                 case Q3DEFORM_MOVE:
5454                         // deform vertex array
5455                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5456                         VectorScale(deform->parms, scale, waveparms);
5457                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5458                         {
5459                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5460                                 for (j = 0;j < surface->num_vertices;j++)
5461                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5462                         }
5463                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5464                         rsurface.vertex3f_bufferobject = 0;
5465                         rsurface.vertex3f_bufferoffset = 0;
5466                         break;
5467                 }
5468         }
5469         // generate texcoords based on the chosen texcoord source
5470         switch(rsurface.texture->tcgen.tcgen)
5471         {
5472         default:
5473         case Q3TCGEN_TEXTURE:
5474                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5475                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5476                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5477                 break;
5478         case Q3TCGEN_LIGHTMAP:
5479                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5480                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5481                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5482                 break;
5483         case Q3TCGEN_VECTOR:
5484                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5485                 {
5486                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5487                         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)
5488                         {
5489                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5490                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5491                         }
5492                 }
5493                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5494                 rsurface.texcoordtexture2f_bufferobject  = 0;
5495                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5496                 break;
5497         case Q3TCGEN_ENVIRONMENT:
5498                 // make environment reflections using a spheremap
5499                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5500                 {
5501                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5502                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5503                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5504                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5505                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5506                         {
5507                                 float l, d, eyedir[3];
5508                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5509                                 l = 0.5f / VectorLength(eyedir);
5510                                 d = DotProduct(normal, eyedir)*2;
5511                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5512                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5513                         }
5514                 }
5515                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5516                 rsurface.texcoordtexture2f_bufferobject  = 0;
5517                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5518                 break;
5519         }
5520         // the only tcmod that needs software vertex processing is turbulent, so
5521         // check for it here and apply the changes if needed
5522         // and we only support that as the first one
5523         // (handling a mixture of turbulent and other tcmods would be problematic
5524         //  without punting it entirely to a software path)
5525         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5526         {
5527                 amplitude = rsurface.texture->tcmods[0].parms[1];
5528                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5529                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5530                 {
5531                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5532                         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)
5533                         {
5534                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5535                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5536                         }
5537                 }
5538                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5539                 rsurface.texcoordtexture2f_bufferobject  = 0;
5540                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5541         }
5542         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5543         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5544         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5545         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5546 }
5547
5548 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5549 {
5550         int i, j;
5551         const msurface_t *surface = texturesurfacelist[0];
5552         const msurface_t *surface2;
5553         int firstvertex;
5554         int endvertex;
5555         int numvertices;
5556         int numtriangles;
5557         // TODO: lock all array ranges before render, rather than on each surface
5558         if (texturenumsurfaces == 1)
5559         {
5560                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5561                 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);
5562         }
5563         else if (r_batchmode.integer == 2)
5564         {
5565                 #define MAXBATCHTRIANGLES 4096
5566                 int batchtriangles = 0;
5567                 int batchelements[MAXBATCHTRIANGLES*3];
5568                 for (i = 0;i < texturenumsurfaces;i = j)
5569                 {
5570                         surface = texturesurfacelist[i];
5571                         j = i + 1;
5572                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5573                         {
5574                                 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);
5575                                 continue;
5576                         }
5577                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5578                         batchtriangles = surface->num_triangles;
5579                         firstvertex = surface->num_firstvertex;
5580                         endvertex = surface->num_firstvertex + surface->num_vertices;
5581                         for (;j < texturenumsurfaces;j++)
5582                         {
5583                                 surface2 = texturesurfacelist[j];
5584                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5585                                         break;
5586                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5587                                 batchtriangles += surface2->num_triangles;
5588                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5589                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5590                         }
5591                         surface2 = texturesurfacelist[j-1];
5592                         numvertices = endvertex - firstvertex;
5593                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5594                 }
5595         }
5596         else if (r_batchmode.integer == 1)
5597         {
5598                 for (i = 0;i < texturenumsurfaces;i = j)
5599                 {
5600                         surface = texturesurfacelist[i];
5601                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5602                                 if (texturesurfacelist[j] != surface2)
5603                                         break;
5604                         surface2 = texturesurfacelist[j-1];
5605                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5606                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5607                         GL_LockArrays(surface->num_firstvertex, numvertices);
5608                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5609                 }
5610         }
5611         else
5612         {
5613                 for (i = 0;i < texturenumsurfaces;i++)
5614                 {
5615                         surface = texturesurfacelist[i];
5616                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5617                         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);
5618                 }
5619         }
5620 }
5621
5622 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5623 {
5624         int i, planeindex, vertexindex;
5625         float d, bestd;
5626         vec3_t vert;
5627         const float *v;
5628         r_waterstate_waterplane_t *p, *bestp;
5629         msurface_t *surface;
5630         if (r_waterstate.renderingscene)
5631                 return;
5632         for (i = 0;i < texturenumsurfaces;i++)
5633         {
5634                 surface = texturesurfacelist[i];
5635                 if (lightmaptexunit >= 0)
5636                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5637                 if (deluxemaptexunit >= 0)
5638                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5639                 // pick the closest matching water plane
5640                 bestd = 0;
5641                 bestp = NULL;
5642                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5643                 {
5644                         d = 0;
5645                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5646                         {
5647                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5648                                 d += fabs(PlaneDiff(vert, &p->plane));
5649                         }
5650                         if (bestd > d || !bestp)
5651                         {
5652                                 bestd = d;
5653                                 bestp = p;
5654                         }
5655                 }
5656                 if (bestp)
5657                 {
5658                         if (refractiontexunit >= 0)
5659                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5660                         if (reflectiontexunit >= 0)
5661                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5662                 }
5663                 else
5664                 {
5665                         if (refractiontexunit >= 0)
5666                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5667                         if (reflectiontexunit >= 0)
5668                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5669                 }
5670                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5671                 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);
5672         }
5673 }
5674
5675 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5676 {
5677         int i;
5678         int j;
5679         const msurface_t *surface = texturesurfacelist[0];
5680         const msurface_t *surface2;
5681         int firstvertex;
5682         int endvertex;
5683         int numvertices;
5684         int numtriangles;
5685         // TODO: lock all array ranges before render, rather than on each surface
5686         if (texturenumsurfaces == 1)
5687         {
5688                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5689                 if (deluxemaptexunit >= 0)
5690                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5691                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5692                 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);
5693         }
5694         else if (r_batchmode.integer == 2)
5695         {
5696                 #define MAXBATCHTRIANGLES 4096
5697                 int batchtriangles = 0;
5698                 int batchelements[MAXBATCHTRIANGLES*3];
5699                 for (i = 0;i < texturenumsurfaces;i = j)
5700                 {
5701                         surface = texturesurfacelist[i];
5702                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5703                         if (deluxemaptexunit >= 0)
5704                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5705                         j = i + 1;
5706                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5707                         {
5708                                 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);
5709                                 continue;
5710                         }
5711                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5712                         batchtriangles = surface->num_triangles;
5713                         firstvertex = surface->num_firstvertex;
5714                         endvertex = surface->num_firstvertex + surface->num_vertices;
5715                         for (;j < texturenumsurfaces;j++)
5716                         {
5717                                 surface2 = texturesurfacelist[j];
5718                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5719                                         break;
5720                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5721                                 batchtriangles += surface2->num_triangles;
5722                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5723                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5724                         }
5725                         surface2 = texturesurfacelist[j-1];
5726                         numvertices = endvertex - firstvertex;
5727                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5728                 }
5729         }
5730         else if (r_batchmode.integer == 1)
5731         {
5732 #if 0
5733                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5734                 for (i = 0;i < texturenumsurfaces;i = j)
5735                 {
5736                         surface = texturesurfacelist[i];
5737                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5738                                 if (texturesurfacelist[j] != surface2)
5739                                         break;
5740                         Con_Printf(" %i", j - i);
5741                 }
5742                 Con_Printf("\n");
5743                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5744 #endif
5745                 for (i = 0;i < texturenumsurfaces;i = j)
5746                 {
5747                         surface = texturesurfacelist[i];
5748                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5749                         if (deluxemaptexunit >= 0)
5750                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5751                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5752                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5753                                         break;
5754 #if 0
5755                         Con_Printf(" %i", j - i);
5756 #endif
5757                         surface2 = texturesurfacelist[j-1];
5758                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5759                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5760                         GL_LockArrays(surface->num_firstvertex, numvertices);
5761                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5762                 }
5763 #if 0
5764                 Con_Printf("\n");
5765 #endif
5766         }
5767         else
5768         {
5769                 for (i = 0;i < texturenumsurfaces;i++)
5770                 {
5771                         surface = texturesurfacelist[i];
5772                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5773                         if (deluxemaptexunit >= 0)
5774                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5775                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5776                         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);
5777                 }
5778         }
5779 }
5780
5781 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5782 {
5783         int j;
5784         int texturesurfaceindex;
5785         if (r_showsurfaces.integer == 2)
5786         {
5787                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5788                 {
5789                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5790                         for (j = 0;j < surface->num_triangles;j++)
5791                         {
5792                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5793                                 GL_Color(f, f, f, 1);
5794                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5795                         }
5796                 }
5797         }
5798         else
5799         {
5800                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5801                 {
5802                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5803                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5804                         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);
5805                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5806                         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);
5807                 }
5808         }
5809 }
5810
5811 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5812 {
5813         int texturesurfaceindex;
5814         int i;
5815         float *v, *c2;
5816         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5817         {
5818                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5819                 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)
5820                 {
5821                         c2[0] = 0.5;
5822                         c2[1] = 0.5;
5823                         c2[2] = 0.5;
5824                         c2[3] = 1;
5825                 }
5826         }
5827         rsurface.lightmapcolor4f = rsurface.array_color4f;
5828         rsurface.lightmapcolor4f_bufferobject = 0;
5829         rsurface.lightmapcolor4f_bufferoffset = 0;
5830 }
5831
5832 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5833 {
5834         int texturesurfaceindex;
5835         int i;
5836         float f;
5837         float *v, *c, *c2;
5838         if (rsurface.lightmapcolor4f)
5839         {
5840                 // generate color arrays for the surfaces in this list
5841                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5842                 {
5843                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5844                         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)
5845                         {
5846                                 f = FogPoint_Model(v);
5847                                 c2[0] = c[0] * f;
5848                                 c2[1] = c[1] * f;
5849                                 c2[2] = c[2] * f;
5850                                 c2[3] = c[3];
5851                         }
5852                 }
5853         }
5854         else
5855         {
5856                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5857                 {
5858                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5859                         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)
5860                         {
5861                                 f = FogPoint_Model(v);
5862                                 c2[0] = f;
5863                                 c2[1] = f;
5864                                 c2[2] = f;
5865                                 c2[3] = 1;
5866                         }
5867                 }
5868         }
5869         rsurface.lightmapcolor4f = rsurface.array_color4f;
5870         rsurface.lightmapcolor4f_bufferobject = 0;
5871         rsurface.lightmapcolor4f_bufferoffset = 0;
5872 }
5873
5874 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5875 {
5876         int texturesurfaceindex;
5877         int i;
5878         float f;
5879         float *v, *c, *c2;
5880         if (!rsurface.lightmapcolor4f)
5881                 return;
5882         // generate color arrays for the surfaces in this list
5883         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5884         {
5885                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5886                 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)
5887                 {
5888                         f = FogPoint_Model(v);
5889                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5890                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5891                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5892                         c2[3] = c[3];
5893                 }
5894         }
5895         rsurface.lightmapcolor4f = rsurface.array_color4f;
5896         rsurface.lightmapcolor4f_bufferobject = 0;
5897         rsurface.lightmapcolor4f_bufferoffset = 0;
5898 }
5899
5900 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5901 {
5902         int texturesurfaceindex;
5903         int i;
5904         float *c, *c2;
5905         if (!rsurface.lightmapcolor4f)
5906                 return;
5907         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5908         {
5909                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5910                 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)
5911                 {
5912                         c2[0] = c[0] * r;
5913                         c2[1] = c[1] * g;
5914                         c2[2] = c[2] * b;
5915                         c2[3] = c[3] * a;
5916                 }
5917         }
5918         rsurface.lightmapcolor4f = rsurface.array_color4f;
5919         rsurface.lightmapcolor4f_bufferobject = 0;
5920         rsurface.lightmapcolor4f_bufferoffset = 0;
5921 }
5922
5923 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5924 {
5925         int texturesurfaceindex;
5926         int i;
5927         float *c, *c2;
5928         if (!rsurface.lightmapcolor4f)
5929                 return;
5930         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5931         {
5932                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5933                 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)
5934                 {
5935                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5936                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5937                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5938                         c2[3] = c[3];
5939                 }
5940         }
5941         rsurface.lightmapcolor4f = rsurface.array_color4f;
5942         rsurface.lightmapcolor4f_bufferobject = 0;
5943         rsurface.lightmapcolor4f_bufferoffset = 0;
5944 }
5945
5946 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5947 {
5948         // TODO: optimize
5949         rsurface.lightmapcolor4f = NULL;
5950         rsurface.lightmapcolor4f_bufferobject = 0;
5951         rsurface.lightmapcolor4f_bufferoffset = 0;
5952         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5953         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5954         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5955         GL_Color(r, g, b, a);
5956         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5957 }
5958
5959 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5960 {
5961         // TODO: optimize applyfog && applycolor case
5962         // just apply fog if necessary, and tint the fog color array if necessary
5963         rsurface.lightmapcolor4f = NULL;
5964         rsurface.lightmapcolor4f_bufferobject = 0;
5965         rsurface.lightmapcolor4f_bufferoffset = 0;
5966         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5967         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5968         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5969         GL_Color(r, g, b, a);
5970         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5971 }
5972
5973 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5974 {
5975         int texturesurfaceindex;
5976         int i;
5977         float *c;
5978         // TODO: optimize
5979         if (texturesurfacelist[0]->lightmapinfo)
5980         {
5981                 // generate color arrays for the surfaces in this list
5982                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5983                 {
5984                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5985                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5986                         {
5987                                 if (surface->lightmapinfo->samples)
5988                                 {
5989                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5990                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5991                                         VectorScale(lm, scale, c);
5992                                         if (surface->lightmapinfo->styles[1] != 255)
5993                                         {
5994                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5995                                                 lm += size3;
5996                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5997                                                 VectorMA(c, scale, lm, c);
5998                                                 if (surface->lightmapinfo->styles[2] != 255)
5999                                                 {
6000                                                         lm += size3;
6001                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6002                                                         VectorMA(c, scale, lm, c);
6003                                                         if (surface->lightmapinfo->styles[3] != 255)
6004                                                         {
6005                                                                 lm += size3;
6006                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6007                                                                 VectorMA(c, scale, lm, c);
6008                                                         }
6009                                                 }
6010                                         }
6011                                 }
6012                                 else
6013                                         VectorClear(c);
6014                                 c[3] = 1;
6015                         }
6016                 }
6017                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6018                 rsurface.lightmapcolor4f_bufferobject = 0;
6019                 rsurface.lightmapcolor4f_bufferoffset = 0;
6020         }
6021         else
6022         {
6023                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6024                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6025                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6026         }
6027         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6028         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6029         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6030         GL_Color(r, g, b, a);
6031         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6032 }
6033
6034 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6035 {
6036         int texturesurfaceindex;
6037         int i;
6038         float f;
6039         float *v, *c, *c2, alpha;
6040         vec3_t ambientcolor;
6041         vec3_t diffusecolor;
6042         vec3_t lightdir;
6043         // TODO: optimize
6044         // model lighting
6045         VectorCopy(rsurface.modellight_lightdir, lightdir);
6046         f = 0.5f * r_refdef.lightmapintensity;
6047         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6048         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6049         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6050         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6051         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6052         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6053         alpha = *a;
6054         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6055         {
6056                 // generate color arrays for the surfaces in this list
6057                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6058                 {
6059                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6060                         int numverts = surface->num_vertices;
6061                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6062                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6063                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6064                         // q3-style directional shading
6065                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6066                         {
6067                                 if ((f = DotProduct(c2, lightdir)) > 0)
6068                                         VectorMA(ambientcolor, f, diffusecolor, c);
6069                                 else
6070                                         VectorCopy(ambientcolor, c);
6071                                 c[3] = alpha;
6072                         }
6073                 }
6074                 *r = 1;
6075                 *g = 1;
6076                 *b = 1;
6077                 *a = 1;
6078                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6079                 rsurface.lightmapcolor4f_bufferobject = 0;
6080                 rsurface.lightmapcolor4f_bufferoffset = 0;
6081                 *applycolor = false;
6082         }
6083         else
6084         {
6085                 *r = ambientcolor[0];
6086                 *g = ambientcolor[1];
6087                 *b = ambientcolor[2];
6088                 rsurface.lightmapcolor4f = NULL;
6089                 rsurface.lightmapcolor4f_bufferobject = 0;
6090                 rsurface.lightmapcolor4f_bufferoffset = 0;
6091         }
6092 }
6093
6094 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6095 {
6096         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6097         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6098         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6099         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6100         GL_Color(r, g, b, a);
6101         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6102 }
6103
6104 void RSurf_SetupDepthAndCulling(void)
6105 {
6106         // submodels are biased to avoid z-fighting with world surfaces that they
6107         // may be exactly overlapping (avoids z-fighting artifacts on certain
6108         // doors and things in Quake maps)
6109         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6110         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6111         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6112         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6113 }
6114
6115 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6116 {
6117         // transparent sky would be ridiculous
6118         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6119                 return;
6120         R_SetupGenericShader(false);
6121         if (skyrendernow)
6122         {
6123                 skyrendernow = false;
6124                 // we have to force off the water clipping plane while rendering sky
6125                 R_SetupView(false);
6126                 R_Sky();
6127                 R_SetupView(true);
6128                 // restore entity matrix
6129                 R_Mesh_Matrix(&rsurface.matrix);
6130         }
6131         RSurf_SetupDepthAndCulling();
6132         GL_DepthMask(true);
6133         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6134         // skymasking on them, and Quake3 never did sky masking (unlike
6135         // software Quake and software Quake2), so disable the sky masking
6136         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6137         // and skymasking also looks very bad when noclipping outside the
6138         // level, so don't use it then either.
6139         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6140         {
6141                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6142                 R_Mesh_ColorPointer(NULL, 0, 0);
6143                 R_Mesh_ResetTextureState();
6144                 if (skyrendermasked)
6145                 {
6146                         R_SetupDepthOrShadowShader();
6147                         // depth-only (masking)
6148                         GL_ColorMask(0,0,0,0);
6149                         // just to make sure that braindead drivers don't draw
6150                         // anything despite that colormask...
6151                         GL_BlendFunc(GL_ZERO, GL_ONE);
6152                 }
6153                 else
6154                 {
6155                         R_SetupGenericShader(false);
6156                         // fog sky
6157                         GL_BlendFunc(GL_ONE, GL_ZERO);
6158                 }
6159                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6160                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6161                 if (skyrendermasked)
6162                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6163         }
6164         R_Mesh_ResetTextureState();
6165         GL_Color(1, 1, 1, 1);
6166 }
6167
6168 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6169 {
6170         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6171                 return;
6172
6173         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6174         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6175         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6176         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6177         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6178         if (rsurface.texture->backgroundcurrentskinframe)
6179         {
6180                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6181                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6182                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6183                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6184         }
6185         if(rsurface.texture->colormapping)
6186         {
6187                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6188                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6189         }
6190         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6191         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6192                 R_Mesh_ColorPointer(NULL, 0, 0);
6193         else
6194                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6195
6196         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6197         {
6198                 // render background
6199                 GL_BlendFunc(GL_ONE, GL_ZERO);
6200                 GL_DepthMask(true);
6201                 GL_AlphaTest(false);
6202
6203                 GL_Color(1, 1, 1, 1);
6204                 R_Mesh_ColorPointer(NULL, 0, 0);
6205
6206                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6207                 if (r_glsl_permutation)
6208                 {
6209                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6210                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6211                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6212                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6213                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6214                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6215                         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);
6216                 }
6217                 GL_LockArrays(0, 0);
6218
6219                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6220                 GL_DepthMask(false);
6221                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6222                         R_Mesh_ColorPointer(NULL, 0, 0);
6223                 else
6224                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6225                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6226                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6227         }
6228
6229         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6230         if (!r_glsl_permutation)
6231                 return;
6232
6233         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6234         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6235         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6236         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6237         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6238         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6239
6240         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6241         {
6242                 GL_BlendFunc(GL_ONE, GL_ZERO);
6243                 GL_DepthMask(true);
6244                 GL_AlphaTest(false);
6245         }
6246         else
6247         {
6248                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6249                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6250                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6251         }
6252
6253         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6254         {
6255                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6256                         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);
6257                 else
6258                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6259         }
6260         else
6261         {
6262                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6263                         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);
6264                 else
6265                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6266         }
6267         GL_LockArrays(0, 0);
6268 }
6269
6270 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6271 {
6272         // OpenGL 1.3 path - anything not completely ancient
6273         int texturesurfaceindex;
6274         qboolean applycolor;
6275         qboolean applyfog;
6276         rmeshstate_t m;
6277         int layerindex;
6278         const texturelayer_t *layer;
6279         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6280
6281         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6282         {
6283                 vec4_t layercolor;
6284                 int layertexrgbscale;
6285                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6286                 {
6287                         if (layerindex == 0)
6288                                 GL_AlphaTest(true);
6289                         else
6290                         {
6291                                 GL_AlphaTest(false);
6292                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6293                         }
6294                 }
6295                 GL_DepthMask(layer->depthmask && writedepth);
6296                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6297                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6298                 {
6299                         layertexrgbscale = 4;
6300                         VectorScale(layer->color, 0.25f, layercolor);
6301                 }
6302                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6303                 {
6304                         layertexrgbscale = 2;
6305                         VectorScale(layer->color, 0.5f, layercolor);
6306                 }
6307                 else
6308                 {
6309                         layertexrgbscale = 1;
6310                         VectorScale(layer->color, 1.0f, layercolor);
6311                 }
6312                 layercolor[3] = layer->color[3];
6313                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6314                 R_Mesh_ColorPointer(NULL, 0, 0);
6315                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6316                 switch (layer->type)
6317                 {
6318                 case TEXTURELAYERTYPE_LITTEXTURE:
6319                         memset(&m, 0, sizeof(m));
6320                         m.tex[0] = R_GetTexture(r_texture_white);
6321                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6322                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6323                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6324                         m.tex[1] = R_GetTexture(layer->texture);
6325                         m.texmatrix[1] = layer->texmatrix;
6326                         m.texrgbscale[1] = layertexrgbscale;
6327                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6328                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6329                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6330                         R_Mesh_TextureState(&m);
6331                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6332                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6333                         else if (rsurface.uselightmaptexture)
6334                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6335                         else
6336                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6337                         break;
6338                 case TEXTURELAYERTYPE_TEXTURE:
6339                         memset(&m, 0, sizeof(m));
6340                         m.tex[0] = R_GetTexture(layer->texture);
6341                         m.texmatrix[0] = layer->texmatrix;
6342                         m.texrgbscale[0] = layertexrgbscale;
6343                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6344                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6345                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6346                         R_Mesh_TextureState(&m);
6347                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6348                         break;
6349                 case TEXTURELAYERTYPE_FOG:
6350                         memset(&m, 0, sizeof(m));
6351                         m.texrgbscale[0] = layertexrgbscale;
6352                         if (layer->texture)
6353                         {
6354                                 m.tex[0] = R_GetTexture(layer->texture);
6355                                 m.texmatrix[0] = layer->texmatrix;
6356                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6357                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6358                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6359                         }
6360                         R_Mesh_TextureState(&m);
6361                         // generate a color array for the fog pass
6362                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6363                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6364                         {
6365                                 int i;
6366                                 float f, *v, *c;
6367                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6368                                 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)
6369                                 {
6370                                         f = 1 - FogPoint_Model(v);
6371                                         c[0] = layercolor[0];
6372                                         c[1] = layercolor[1];
6373                                         c[2] = layercolor[2];
6374                                         c[3] = f * layercolor[3];
6375                                 }
6376                         }
6377                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6378                         break;
6379                 default:
6380                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6381                 }
6382                 GL_LockArrays(0, 0);
6383         }
6384         CHECKGLERROR
6385         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6386         {
6387                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6388                 GL_AlphaTest(false);
6389         }
6390 }
6391
6392 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6393 {
6394         // OpenGL 1.1 - crusty old voodoo path
6395         int texturesurfaceindex;
6396         qboolean applyfog;
6397         rmeshstate_t m;
6398         int layerindex;
6399         const texturelayer_t *layer;
6400         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6401
6402         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6403         {
6404                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6405                 {
6406                         if (layerindex == 0)
6407                                 GL_AlphaTest(true);
6408                         else
6409                         {
6410                                 GL_AlphaTest(false);
6411                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6412                         }
6413                 }
6414                 GL_DepthMask(layer->depthmask && writedepth);
6415                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6416                 R_Mesh_ColorPointer(NULL, 0, 0);
6417                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6418                 switch (layer->type)
6419                 {
6420                 case TEXTURELAYERTYPE_LITTEXTURE:
6421                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6422                         {
6423                                 // two-pass lit texture with 2x rgbscale
6424                                 // first the lightmap pass
6425                                 memset(&m, 0, sizeof(m));
6426                                 m.tex[0] = R_GetTexture(r_texture_white);
6427                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6428                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6429                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6430                                 R_Mesh_TextureState(&m);
6431                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6432                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6433                                 else if (rsurface.uselightmaptexture)
6434                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6435                                 else
6436                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6437                                 GL_LockArrays(0, 0);
6438                                 // then apply the texture to it
6439                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6440                                 memset(&m, 0, sizeof(m));
6441                                 m.tex[0] = R_GetTexture(layer->texture);
6442                                 m.texmatrix[0] = layer->texmatrix;
6443                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6444                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6445                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6446                                 R_Mesh_TextureState(&m);
6447                                 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);
6448                         }
6449                         else
6450                         {
6451                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6452                                 memset(&m, 0, sizeof(m));
6453                                 m.tex[0] = R_GetTexture(layer->texture);
6454                                 m.texmatrix[0] = layer->texmatrix;
6455                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6456                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6457                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6458                                 R_Mesh_TextureState(&m);
6459                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6460                                         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);
6461                                 else
6462                                         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);
6463                         }
6464                         break;
6465                 case TEXTURELAYERTYPE_TEXTURE:
6466                         // singletexture unlit texture with transparency support
6467                         memset(&m, 0, sizeof(m));
6468                         m.tex[0] = R_GetTexture(layer->texture);
6469                         m.texmatrix[0] = layer->texmatrix;
6470                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6471                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6472                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6473                         R_Mesh_TextureState(&m);
6474                         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);
6475                         break;
6476                 case TEXTURELAYERTYPE_FOG:
6477                         // singletexture fogging
6478                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6479                         if (layer->texture)
6480                         {
6481                                 memset(&m, 0, sizeof(m));
6482                                 m.tex[0] = R_GetTexture(layer->texture);
6483                                 m.texmatrix[0] = layer->texmatrix;
6484                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6485                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6486                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6487                                 R_Mesh_TextureState(&m);
6488                         }
6489                         else
6490                                 R_Mesh_ResetTextureState();
6491                         // generate a color array for the fog pass
6492                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6493                         {
6494                                 int i;
6495                                 float f, *v, *c;
6496                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6497                                 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)
6498                                 {
6499                                         f = 1 - FogPoint_Model(v);
6500                                         c[0] = layer->color[0];
6501                                         c[1] = layer->color[1];
6502                                         c[2] = layer->color[2];
6503                                         c[3] = f * layer->color[3];
6504                                 }
6505                         }
6506                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6507                         break;
6508                 default:
6509                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6510                 }
6511                 GL_LockArrays(0, 0);
6512         }
6513         CHECKGLERROR
6514         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6515         {
6516                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6517                 GL_AlphaTest(false);
6518         }
6519 }
6520
6521 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6522 {
6523         float c[4];
6524
6525         GL_AlphaTest(false);
6526         R_Mesh_ColorPointer(NULL, 0, 0);
6527         R_Mesh_ResetTextureState();
6528         R_SetupGenericShader(false);
6529
6530         if(rsurface.texture && rsurface.texture->currentskinframe)
6531                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6532         else
6533         {
6534                 c[0] = 1;
6535                 c[1] = 0;
6536                 c[2] = 1;
6537                 c[3] = 1;
6538         }
6539
6540         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6541         {
6542                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6543                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6544                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6545         }
6546
6547         // brighten it up (as texture value 127 means "unlit")
6548         c[0] *= 2 * r_refdef.view.colorscale;
6549         c[1] *= 2 * r_refdef.view.colorscale;
6550         c[2] *= 2 * r_refdef.view.colorscale;
6551
6552         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6553                 c[3] *= r_wateralpha.value;
6554
6555         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6556         {
6557                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6558                 GL_DepthMask(false);
6559         }
6560         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6561         {
6562                 GL_BlendFunc(GL_ONE, GL_ONE);
6563                 GL_DepthMask(false);
6564         }
6565         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6566         {
6567                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6568                 GL_DepthMask(false);
6569         }
6570         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6571         {
6572                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6573                 GL_DepthMask(false);
6574         }
6575         else
6576         {
6577                 GL_BlendFunc(GL_ONE, GL_ZERO);
6578                 GL_DepthMask(writedepth);
6579         }
6580
6581         rsurface.lightmapcolor4f = NULL;
6582
6583         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6584         {
6585                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6586
6587                 rsurface.lightmapcolor4f = NULL;
6588                 rsurface.lightmapcolor4f_bufferobject = 0;
6589                 rsurface.lightmapcolor4f_bufferoffset = 0;
6590         }
6591         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6592         {
6593                 qboolean applycolor = true;
6594                 float one = 1.0;
6595
6596                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6597
6598                 r_refdef.lightmapintensity = 1;
6599                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6600                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6601         }
6602         else
6603         {
6604                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6605
6606                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6607                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6608                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6609         }
6610
6611         if(!rsurface.lightmapcolor4f)
6612                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6613
6614         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6615         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6616         if(r_refdef.fogenabled)
6617                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6618
6619         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6620         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6621 }
6622
6623 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6624 {
6625         CHECKGLERROR
6626         RSurf_SetupDepthAndCulling();
6627         if (r_showsurfaces.integer == 3)
6628                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6629         else if (r_glsl.integer && gl_support_fragment_shader)
6630                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6631         else if (gl_combine.integer && r_textureunits.integer >= 2)
6632                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6633         else
6634                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6635         CHECKGLERROR
6636 }
6637
6638 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6639 {
6640         CHECKGLERROR
6641         RSurf_SetupDepthAndCulling();
6642         if (r_showsurfaces.integer == 3)
6643                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6644         else if (r_glsl.integer && gl_support_fragment_shader)
6645                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6646         else if (gl_combine.integer && r_textureunits.integer >= 2)
6647                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6648         else
6649                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6650         CHECKGLERROR
6651 }
6652
6653 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6654 {
6655         int i, j;
6656         int texturenumsurfaces, endsurface;
6657         texture_t *texture;
6658         msurface_t *surface;
6659         msurface_t *texturesurfacelist[1024];
6660
6661         // if the model is static it doesn't matter what value we give for
6662         // wantnormals and wanttangents, so this logic uses only rules applicable
6663         // to a model, knowing that they are meaningless otherwise
6664         if (ent == r_refdef.scene.worldentity)
6665                 RSurf_ActiveWorldEntity();
6666         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6667                 RSurf_ActiveModelEntity(ent, false, false);
6668         else
6669                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6670
6671         for (i = 0;i < numsurfaces;i = j)
6672         {
6673                 j = i + 1;
6674                 surface = rsurface.modelsurfaces + surfacelist[i];
6675                 texture = surface->texture;
6676                 rsurface.texture = R_GetCurrentTexture(texture);
6677                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6678                 // scan ahead until we find a different texture
6679                 endsurface = min(i + 1024, numsurfaces);
6680                 texturenumsurfaces = 0;
6681                 texturesurfacelist[texturenumsurfaces++] = surface;
6682                 for (;j < endsurface;j++)
6683                 {
6684                         surface = rsurface.modelsurfaces + surfacelist[j];
6685                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6686                                 break;
6687                         texturesurfacelist[texturenumsurfaces++] = surface;
6688                 }
6689                 // render the range of surfaces
6690                 if (ent == r_refdef.scene.worldentity)
6691                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6692                 else
6693                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6694         }
6695         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6696         GL_AlphaTest(false);
6697 }
6698
6699 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6700 {
6701         const entity_render_t *queueentity = r_refdef.scene.worldentity;
6702         CHECKGLERROR
6703         if (depthonly)
6704         {
6705                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6706                         return;
6707                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6708                         return;
6709                 RSurf_SetupDepthAndCulling();
6710                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6711                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6712         }
6713         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6714         {
6715                 RSurf_SetupDepthAndCulling();
6716                 GL_AlphaTest(false);
6717                 R_Mesh_ColorPointer(NULL, 0, 0);
6718                 R_Mesh_ResetTextureState();
6719                 R_SetupGenericShader(false);
6720                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6721                 GL_DepthMask(true);
6722                 GL_BlendFunc(GL_ONE, GL_ZERO);
6723                 GL_Color(0, 0, 0, 1);
6724                 GL_DepthTest(writedepth);
6725                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6726         }
6727         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6728         {
6729                 RSurf_SetupDepthAndCulling();
6730                 GL_AlphaTest(false);
6731                 R_Mesh_ColorPointer(NULL, 0, 0);
6732                 R_Mesh_ResetTextureState();
6733                 R_SetupGenericShader(false);
6734                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6735                 GL_DepthMask(true);
6736                 GL_BlendFunc(GL_ONE, GL_ZERO);
6737                 GL_DepthTest(true);
6738                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6739         }
6740         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6741                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6742         else if (!rsurface.texture->currentnumlayers)
6743                 return;
6744         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6745         {
6746                 // transparent surfaces get pushed off into the transparent queue
6747                 int surfacelistindex;
6748                 const msurface_t *surface;
6749                 vec3_t tempcenter, center;
6750                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6751                 {
6752                         surface = texturesurfacelist[surfacelistindex];
6753                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6754                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6755                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6756                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6757                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6758                 }
6759         }
6760         else
6761         {
6762                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6763                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6764         }
6765         CHECKGLERROR
6766 }
6767
6768 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6769 {
6770         int i, j;
6771         texture_t *texture;
6772         // break the surface list down into batches by texture and use of lightmapping
6773         for (i = 0;i < numsurfaces;i = j)
6774         {
6775                 j = i + 1;
6776                 // texture is the base texture pointer, rsurface.texture is the
6777                 // current frame/skin the texture is directing us to use (for example
6778                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6779                 // use skin 1 instead)
6780                 texture = surfacelist[i]->texture;
6781                 rsurface.texture = R_GetCurrentTexture(texture);
6782                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6783                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6784                 {
6785                         // if this texture is not the kind we want, skip ahead to the next one
6786                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6787                                 ;
6788                         continue;
6789                 }
6790                 // simply scan ahead until we find a different texture or lightmap state
6791                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6792                         ;
6793                 // render the range of surfaces
6794                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6795         }
6796 }
6797
6798 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6799 {
6800         CHECKGLERROR
6801         if (depthonly)
6802         {
6803                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6804                         return;
6805                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6806                         return;
6807                 RSurf_SetupDepthAndCulling();
6808                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6809                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6810         }
6811         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6812         {
6813                 RSurf_SetupDepthAndCulling();
6814                 GL_AlphaTest(false);
6815                 R_Mesh_ColorPointer(NULL, 0, 0);
6816                 R_Mesh_ResetTextureState();
6817                 R_SetupGenericShader(false);
6818                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6819                 GL_DepthMask(true);
6820                 GL_BlendFunc(GL_ONE, GL_ZERO);
6821                 GL_Color(0, 0, 0, 1);
6822                 GL_DepthTest(writedepth);
6823                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6824         }
6825         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6826         {
6827                 RSurf_SetupDepthAndCulling();
6828                 GL_AlphaTest(false);
6829                 R_Mesh_ColorPointer(NULL, 0, 0);
6830                 R_Mesh_ResetTextureState();
6831                 R_SetupGenericShader(false);
6832                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6833                 GL_DepthMask(true);
6834                 GL_BlendFunc(GL_ONE, GL_ZERO);
6835                 GL_DepthTest(true);
6836                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6837         }
6838         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6839                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6840         else if (!rsurface.texture->currentnumlayers)
6841                 return;
6842         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6843         {
6844                 // transparent surfaces get pushed off into the transparent queue
6845                 int surfacelistindex;
6846                 const msurface_t *surface;
6847                 vec3_t tempcenter, center;
6848                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6849                 {
6850                         surface = texturesurfacelist[surfacelistindex];
6851                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6852                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6853                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6854                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6855                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6856                 }
6857         }
6858         else
6859         {
6860                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6861                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6862         }
6863         CHECKGLERROR
6864 }
6865
6866 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6867 {
6868         int i, j;
6869         texture_t *texture;
6870         // break the surface list down into batches by texture and use of lightmapping
6871         for (i = 0;i < numsurfaces;i = j)
6872         {
6873                 j = i + 1;
6874                 // texture is the base texture pointer, rsurface.texture is the
6875                 // current frame/skin the texture is directing us to use (for example
6876                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6877                 // use skin 1 instead)
6878                 texture = surfacelist[i]->texture;
6879                 rsurface.texture = R_GetCurrentTexture(texture);
6880                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6881                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6882                 {
6883                         // if this texture is not the kind we want, skip ahead to the next one
6884                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6885                                 ;
6886                         continue;
6887                 }
6888                 // simply scan ahead until we find a different texture or lightmap state
6889                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6890                         ;
6891                 // render the range of surfaces
6892                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6893         }
6894 }
6895
6896 float locboxvertex3f[6*4*3] =
6897 {
6898         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6899         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6900         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6901         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6902         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6903         1,0,0, 0,0,0, 0,1,0, 1,1,0
6904 };
6905
6906 unsigned short locboxelements[6*2*3] =
6907 {
6908          0, 1, 2, 0, 2, 3,
6909          4, 5, 6, 4, 6, 7,
6910          8, 9,10, 8,10,11,
6911         12,13,14, 12,14,15,
6912         16,17,18, 16,18,19,
6913         20,21,22, 20,22,23
6914 };
6915
6916 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6917 {
6918         int i, j;
6919         cl_locnode_t *loc = (cl_locnode_t *)ent;
6920         vec3_t mins, size;
6921         float vertex3f[6*4*3];
6922         CHECKGLERROR
6923         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6924         GL_DepthMask(false);
6925         GL_DepthRange(0, 1);
6926         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6927         GL_DepthTest(true);
6928         GL_CullFace(GL_NONE);
6929         R_Mesh_Matrix(&identitymatrix);
6930
6931         R_Mesh_VertexPointer(vertex3f, 0, 0);
6932         R_Mesh_ColorPointer(NULL, 0, 0);
6933         R_Mesh_ResetTextureState();
6934         R_SetupGenericShader(false);
6935
6936         i = surfacelist[0];
6937         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6938                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6939                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6940                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6941
6942         if (VectorCompare(loc->mins, loc->maxs))
6943         {
6944                 VectorSet(size, 2, 2, 2);
6945                 VectorMA(loc->mins, -0.5f, size, mins);
6946         }
6947         else
6948         {
6949                 VectorCopy(loc->mins, mins);
6950                 VectorSubtract(loc->maxs, loc->mins, size);
6951         }
6952
6953         for (i = 0;i < 6*4*3;)
6954                 for (j = 0;j < 3;j++, i++)
6955                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6956
6957         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6958 }
6959
6960 void R_DrawLocs(void)
6961 {
6962         int index;
6963         cl_locnode_t *loc, *nearestloc;
6964         vec3_t center;
6965         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6966         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6967         {
6968                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6969                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6970         }
6971 }
6972
6973 void R_DrawDebugModel(entity_render_t *ent)
6974 {
6975         int i, j, k, l, flagsmask;
6976         const int *elements;
6977         q3mbrush_t *brush;
6978         msurface_t *surface;
6979         dp_model_t *model = ent->model;
6980         vec3_t v;
6981
6982         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6983
6984         R_Mesh_ColorPointer(NULL, 0, 0);
6985         R_Mesh_ResetTextureState();
6986         R_SetupGenericShader(false);
6987         GL_DepthRange(0, 1);
6988         GL_DepthTest(!r_showdisabledepthtest.integer);
6989         GL_DepthMask(false);
6990         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6991
6992         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6993         {
6994                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6995                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6996                 {
6997                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6998                         {
6999                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7000                                 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);
7001                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7002                         }
7003                 }
7004                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7005                 {
7006                         if (surface->num_collisiontriangles)
7007                         {
7008                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7009                                 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);
7010                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7011                         }
7012                 }
7013         }
7014
7015         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7016
7017         if (r_showtris.integer || r_shownormals.integer)
7018         {
7019                 if (r_showdisabledepthtest.integer)
7020                 {
7021                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7022                         GL_DepthMask(false);
7023                 }
7024                 else
7025                 {
7026                         GL_BlendFunc(GL_ONE, GL_ZERO);
7027                         GL_DepthMask(true);
7028                 }
7029                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7030                 {
7031                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7032                                 continue;
7033                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7034                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7035                         {
7036                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7037                                 if (r_showtris.value > 0)
7038                                 {
7039                                         if (!rsurface.texture->currentlayers->depthmask)
7040                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7041                                         else if (ent == r_refdef.scene.worldentity)
7042                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7043                                         else
7044                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7045                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7046                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7047                                         R_Mesh_ColorPointer(NULL, 0, 0);
7048                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7049                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7050                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7051                                         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);
7052                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7053                                         CHECKGLERROR
7054                                 }
7055                                 if (r_shownormals.value < 0)
7056                                 {
7057                                         qglBegin(GL_LINES);
7058                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7059                                         {
7060                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7061                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7062                                                 qglVertex3f(v[0], v[1], v[2]);
7063                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7064                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7065                                                 qglVertex3f(v[0], v[1], v[2]);
7066                                         }
7067                                         qglEnd();
7068                                         CHECKGLERROR
7069                                 }
7070                                 if (r_shownormals.value > 0)
7071                                 {
7072                                         qglBegin(GL_LINES);
7073                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7074                                         {
7075                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7076                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7077                                                 qglVertex3f(v[0], v[1], v[2]);
7078                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7079                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7080                                                 qglVertex3f(v[0], v[1], v[2]);
7081                                         }
7082                                         qglEnd();
7083                                         CHECKGLERROR
7084                                         qglBegin(GL_LINES);
7085                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7086                                         {
7087                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7088                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7089                                                 qglVertex3f(v[0], v[1], v[2]);
7090                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7091                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7092                                                 qglVertex3f(v[0], v[1], v[2]);
7093                                         }
7094                                         qglEnd();
7095                                         CHECKGLERROR
7096                                         qglBegin(GL_LINES);
7097                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7098                                         {
7099                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7100                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7101                                                 qglVertex3f(v[0], v[1], v[2]);
7102                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7103                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7104                                                 qglVertex3f(v[0], v[1], v[2]);
7105                                         }
7106                                         qglEnd();
7107                                         CHECKGLERROR
7108                                 }
7109                         }
7110                 }
7111                 rsurface.texture = NULL;
7112         }
7113 }
7114
7115 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7116 int r_maxsurfacelist = 0;
7117 msurface_t **r_surfacelist = NULL;
7118 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7119 {
7120         int i, j, endj, f, flagsmask;
7121         texture_t *t;
7122         dp_model_t *model = r_refdef.scene.worldmodel;
7123         msurface_t *surfaces;
7124         unsigned char *update;
7125         int numsurfacelist = 0;
7126         if (model == NULL)
7127                 return;
7128
7129         if (r_maxsurfacelist < model->num_surfaces)
7130         {
7131                 r_maxsurfacelist = model->num_surfaces;
7132                 if (r_surfacelist)
7133                         Mem_Free(r_surfacelist);
7134                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7135         }
7136
7137         RSurf_ActiveWorldEntity();
7138
7139         surfaces = model->data_surfaces;
7140         update = model->brushq1.lightmapupdateflags;
7141
7142         // update light styles on this submodel
7143         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7144         {
7145                 model_brush_lightstyleinfo_t *style;
7146                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7147                 {
7148                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7149                         {
7150                                 int *list = style->surfacelist;
7151                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7152                                 for (j = 0;j < style->numsurfaces;j++)
7153                                         update[list[j]] = true;
7154                         }
7155                 }
7156         }
7157
7158         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7159
7160         if (debug)
7161         {
7162                 R_DrawDebugModel(r_refdef.scene.worldentity);
7163                 return;
7164         }
7165
7166         f = 0;
7167         t = NULL;
7168         rsurface.uselightmaptexture = false;
7169         rsurface.texture = NULL;
7170         rsurface.rtlight = NULL;
7171         numsurfacelist = 0;
7172         // add visible surfaces to draw list
7173         for (i = 0;i < model->nummodelsurfaces;i++)
7174         {
7175                 j = model->sortedmodelsurfaces[i];
7176                 if (r_refdef.viewcache.world_surfacevisible[j])
7177                         r_surfacelist[numsurfacelist++] = surfaces + j;
7178         }
7179         // update lightmaps if needed
7180         if (update)
7181                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7182                         if (r_refdef.viewcache.world_surfacevisible[j])
7183                                 if (update[j])
7184                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7185         // don't do anything if there were no surfaces
7186         if (!numsurfacelist)
7187                 return;
7188         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7189         GL_AlphaTest(false);
7190
7191         // add to stats if desired
7192         if (r_speeds.integer && !skysurfaces && !depthonly)
7193         {
7194                 r_refdef.stats.world_surfaces += numsurfacelist;
7195                 for (j = 0;j < numsurfacelist;j++)
7196                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7197         }
7198 }
7199
7200 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7201 {
7202         int i, j, endj, f, flagsmask;
7203         texture_t *t;
7204         dp_model_t *model = ent->model;
7205         msurface_t *surfaces;
7206         unsigned char *update;
7207         int numsurfacelist = 0;
7208         if (model == NULL)
7209                 return;
7210
7211         if (r_maxsurfacelist < model->num_surfaces)
7212         {
7213                 r_maxsurfacelist = model->num_surfaces;
7214                 if (r_surfacelist)
7215                         Mem_Free(r_surfacelist);
7216                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7217         }
7218
7219         // if the model is static it doesn't matter what value we give for
7220         // wantnormals and wanttangents, so this logic uses only rules applicable
7221         // to a model, knowing that they are meaningless otherwise
7222         if (ent == r_refdef.scene.worldentity)
7223                 RSurf_ActiveWorldEntity();
7224         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7225                 RSurf_ActiveModelEntity(ent, false, false);
7226         else
7227                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7228
7229         surfaces = model->data_surfaces;
7230         update = model->brushq1.lightmapupdateflags;
7231
7232         // update light styles
7233         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7234         {
7235                 model_brush_lightstyleinfo_t *style;
7236                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7237                 {
7238                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7239                         {
7240                                 int *list = style->surfacelist;
7241                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7242                                 for (j = 0;j < style->numsurfaces;j++)
7243                                         update[list[j]] = true;
7244                         }
7245                 }
7246         }
7247
7248         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7249
7250         if (debug)
7251         {
7252                 R_DrawDebugModel(ent);
7253                 return;
7254         }
7255
7256         f = 0;
7257         t = NULL;
7258         rsurface.uselightmaptexture = false;
7259         rsurface.texture = NULL;
7260         rsurface.rtlight = NULL;
7261         numsurfacelist = 0;
7262         // add visible surfaces to draw list
7263         for (i = 0;i < model->nummodelsurfaces;i++)
7264                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7265         // don't do anything if there were no surfaces
7266         if (!numsurfacelist)
7267                 return;
7268         // update lightmaps if needed
7269         if (update)
7270                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7271                         if (update[j])
7272                                 R_BuildLightMap(ent, surfaces + j);
7273         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7274         GL_AlphaTest(false);
7275
7276         // add to stats if desired
7277         if (r_speeds.integer && !skysurfaces && !depthonly)
7278         {
7279                 r_refdef.stats.entities++;
7280                 r_refdef.stats.entities_surfaces += numsurfacelist;
7281                 for (j = 0;j < numsurfacelist;j++)
7282                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7283         }
7284 }