]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix two warnings
[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 "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 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"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 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)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 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)"};
83
84 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)"};
85 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
86 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"};
87 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
88 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
89
90 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
91 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
92 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
93
94 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
95 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
96 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
97 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
98 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
99 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
100 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
101
102 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
103 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
104 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
105 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)"};
106
107 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"};
108
109 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"};
110
111 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
112
113 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
114 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
115 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"};
116 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
117 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
118 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
119
120 extern qboolean v_flipped_state;
121
122 typedef struct r_glsl_bloomshader_s
123 {
124         int program;
125         int loc_Texture_Bloom;
126 }
127 r_glsl_bloomshader_t;
128
129 static struct r_bloomstate_s
130 {
131         qboolean enabled;
132         qboolean hdr;
133
134         int bloomwidth, bloomheight;
135
136         int screentexturewidth, screentextureheight;
137         rtexture_t *texture_screen;
138
139         int bloomtexturewidth, bloomtextureheight;
140         rtexture_t *texture_bloom;
141
142         r_glsl_bloomshader_t *shader;
143
144         // arrays for rendering the screen passes
145         float screentexcoord2f[8];
146         float bloomtexcoord2f[8];
147         float offsettexcoord2f[8];
148 }
149 r_bloomstate;
150
151 typedef struct r_waterstate_waterplane_s
152 {
153         rtexture_t *texture_refraction;
154         rtexture_t *texture_reflection;
155         mplane_t plane;
156         int materialflags; // combined flags of all water surfaces on this plane
157         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
158         qboolean pvsvalid;
159 }
160 r_waterstate_waterplane_t;
161
162 #define MAX_WATERPLANES 16
163
164 static struct r_waterstate_s
165 {
166         qboolean enabled;
167
168         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
169
170         int waterwidth, waterheight;
171         int texturewidth, textureheight;
172
173         int maxwaterplanes; // same as MAX_WATERPLANES
174         int numwaterplanes;
175         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
176
177         float screenscale[2];
178         float screencenter[2];
179 }
180 r_waterstate;
181
182 // shadow volume bsp struct with automatically growing nodes buffer
183 svbsp_t r_svbsp;
184
185 rtexture_t *r_texture_blanknormalmap;
186 rtexture_t *r_texture_white;
187 rtexture_t *r_texture_grey128;
188 rtexture_t *r_texture_black;
189 rtexture_t *r_texture_notexture;
190 rtexture_t *r_texture_whitecube;
191 rtexture_t *r_texture_normalizationcube;
192 rtexture_t *r_texture_fogattenuation;
193 //rtexture_t *r_texture_fogintensity;
194
195 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
196 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197
198 // vertex coordinates for a quad that covers the screen exactly
199 const static float r_screenvertex3f[12] =
200 {
201         0, 0, 0,
202         1, 0, 0,
203         1, 1, 0,
204         0, 1, 0
205 };
206
207 extern void R_DrawModelShadows(void);
208
209 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
210 {
211         int i;
212         for (i = 0;i < verts;i++)
213         {
214                 out[0] = in[0] * r;
215                 out[1] = in[1] * g;
216                 out[2] = in[2] * b;
217                 out[3] = in[3];
218                 in += 4;
219                 out += 4;
220         }
221 }
222
223 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
224 {
225         int i;
226         for (i = 0;i < verts;i++)
227         {
228                 out[0] = r;
229                 out[1] = g;
230                 out[2] = b;
231                 out[3] = a;
232                 out += 4;
233         }
234 }
235
236 // FIXME: move this to client?
237 void FOG_clear(void)
238 {
239         if (gamemode == GAME_NEHAHRA)
240         {
241                 Cvar_Set("gl_fogenable", "0");
242                 Cvar_Set("gl_fogdensity", "0.2");
243                 Cvar_Set("gl_fogred", "0.3");
244                 Cvar_Set("gl_foggreen", "0.3");
245                 Cvar_Set("gl_fogblue", "0.3");
246         }
247         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
248 }
249
250 float FogPoint_World(const vec3_t p)
251 {
252         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
253         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
254 }
255
256 float FogPoint_Model(const vec3_t p)
257 {
258         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
259         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
260 }
261
262 static void R_BuildBlankTextures(void)
263 {
264         unsigned char data[4];
265         data[0] = 128; // normal X
266         data[1] = 128; // normal Y
267         data[2] = 255; // normal Z
268         data[3] = 128; // height
269         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
270         data[0] = 255;
271         data[1] = 255;
272         data[2] = 255;
273         data[3] = 255;
274         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
275         data[0] = 128;
276         data[1] = 128;
277         data[2] = 128;
278         data[3] = 255;
279         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
280         data[0] = 0;
281         data[1] = 0;
282         data[2] = 0;
283         data[3] = 255;
284         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
285 }
286
287 static void R_BuildNoTexture(void)
288 {
289         int x, y;
290         unsigned char pix[16][16][4];
291         // this makes a light grey/dark grey checkerboard texture
292         for (y = 0;y < 16;y++)
293         {
294                 for (x = 0;x < 16;x++)
295                 {
296                         if ((y < 8) ^ (x < 8))
297                         {
298                                 pix[y][x][0] = 128;
299                                 pix[y][x][1] = 128;
300                                 pix[y][x][2] = 128;
301                                 pix[y][x][3] = 255;
302                         }
303                         else
304                         {
305                                 pix[y][x][0] = 64;
306                                 pix[y][x][1] = 64;
307                                 pix[y][x][2] = 64;
308                                 pix[y][x][3] = 255;
309                         }
310                 }
311         }
312         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
313 }
314
315 static void R_BuildWhiteCube(void)
316 {
317         unsigned char data[6*1*1*4];
318         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
319         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
320         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
321         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
322         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
323         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
324         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
325 }
326
327 static void R_BuildNormalizationCube(void)
328 {
329         int x, y, side;
330         vec3_t v;
331         vec_t s, t, intensity;
332 #define NORMSIZE 64
333         unsigned char data[6][NORMSIZE][NORMSIZE][4];
334         for (side = 0;side < 6;side++)
335         {
336                 for (y = 0;y < NORMSIZE;y++)
337                 {
338                         for (x = 0;x < NORMSIZE;x++)
339                         {
340                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 switch(side)
343                                 {
344                                 default:
345                                 case 0:
346                                         v[0] = 1;
347                                         v[1] = -t;
348                                         v[2] = -s;
349                                         break;
350                                 case 1:
351                                         v[0] = -1;
352                                         v[1] = -t;
353                                         v[2] = s;
354                                         break;
355                                 case 2:
356                                         v[0] = s;
357                                         v[1] = 1;
358                                         v[2] = t;
359                                         break;
360                                 case 3:
361                                         v[0] = s;
362                                         v[1] = -1;
363                                         v[2] = -t;
364                                         break;
365                                 case 4:
366                                         v[0] = s;
367                                         v[1] = -t;
368                                         v[2] = 1;
369                                         break;
370                                 case 5:
371                                         v[0] = -s;
372                                         v[1] = -t;
373                                         v[2] = -1;
374                                         break;
375                                 }
376                                 intensity = 127.0f / sqrt(DotProduct(v, v));
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
378                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
380                                 data[side][y][x][3] = 255;
381                         }
382                 }
383         }
384         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
385 }
386
387 static void R_BuildFogTexture(void)
388 {
389         int x, b;
390 #define FOGWIDTH 64
391         unsigned char data1[FOGWIDTH][4];
392         //unsigned char data2[FOGWIDTH][4];
393         for (x = 0;x < FOGWIDTH;x++)
394         {
395                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
396                 data1[x][0] = b;
397                 data1[x][1] = b;
398                 data1[x][2] = b;
399                 data1[x][3] = 255;
400                 //data2[x][0] = 255 - b;
401                 //data2[x][1] = 255 - b;
402                 //data2[x][2] = 255 - b;
403                 //data2[x][3] = 255;
404         }
405         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
407 }
408
409 static const char *builtinshaderstring =
410 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
411 "// written by Forest 'LordHavoc' Hale\n"
412 "\n"
413 "// common definitions between vertex shader and fragment shader:\n"
414 "\n"
415 "#ifdef __GLSL_CG_DATA_TYPES\n"
416 "# define myhalf half\n"
417 "# define myhvec2 hvec2\n"
418 "# define myhvec3 hvec3\n"
419 "# define myhvec4 hvec4\n"
420 "#else\n"
421 "# define myhalf float\n"
422 "# define myhvec2 vec2\n"
423 "# define myhvec3 vec3\n"
424 "# define myhvec4 vec4\n"
425 "#endif\n"
426 "\n"
427 "varying vec2 TexCoord;\n"
428 "varying vec2 TexCoordLightmap;\n"
429 "\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 CubeVector;\n"
432 "//#endif\n"
433 "\n"
434 "//#ifdef MODE_LIGHTSOURCE\n"
435 "varying vec3 LightVector;\n"
436 "//#else\n"
437 "//# ifdef MODE_LIGHTDIRECTION\n"
438 "//varying vec3 LightVector;\n"
439 "//# endif\n"
440 "//#endif\n"
441 "\n"
442 "varying vec3 EyeVector;\n"
443 "//#ifdef USEFOG\n"
444 "varying vec3 EyeVectorModelSpace;\n"
445 "//#endif\n"
446 "\n"
447 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
448 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
449 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
450 "\n"
451 "//#ifdef MODE_WATER\n"
452 "varying vec4 ModelViewProjectionPosition;\n"
453 "//#else\n"
454 "//# ifdef MODE_REFRACTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
456 "//# else\n"
457 "//#  ifdef USEREFLECTION\n"
458 "//varying vec4 ModelViewProjectionPosition;\n"
459 "//#  endif\n"
460 "//# endif\n"
461 "//#endif\n"
462 "\n"
463 "\n"
464 "\n"
465 "\n"
466 "\n"
467 "// vertex shader specific:\n"
468 "#ifdef VERTEX_SHADER\n"
469 "\n"
470 "uniform vec3 LightPosition;\n"
471 "uniform vec3 EyePosition;\n"
472 "uniform vec3 LightDir;\n"
473 "\n"
474 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
475 "\n"
476 "void main(void)\n"
477 "{\n"
478 "       gl_FrontColor = gl_Color;\n"
479 "       // copy the surface texcoord\n"
480 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
481 "#ifndef MODE_LIGHTSOURCE\n"
482 "# ifndef MODE_LIGHTDIRECTION\n"
483 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
484 "# endif\n"
485 "#endif\n"
486 "\n"
487 "#ifdef MODE_LIGHTSOURCE\n"
488 "       // transform vertex position into light attenuation/cubemap space\n"
489 "       // (-1 to +1 across the light box)\n"
490 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
491 "\n"
492 "       // transform unnormalized light direction into tangent space\n"
493 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
494 "       //  normalize it per pixel)\n"
495 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
496 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
497 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
498 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
499 "#endif\n"
500 "\n"
501 "#ifdef MODE_LIGHTDIRECTION\n"
502 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
503 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
504 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
505 "#endif\n"
506 "\n"
507 "       // transform unnormalized eye direction into tangent space\n"
508 "#ifndef USEFOG\n"
509 "       vec3 EyeVectorModelSpace;\n"
510 "#endif\n"
511 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
512 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
513 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
514 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
515 "\n"
516 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
517 "       VectorS = gl_MultiTexCoord1.xyz;\n"
518 "       VectorT = gl_MultiTexCoord2.xyz;\n"
519 "       VectorR = gl_MultiTexCoord3.xyz;\n"
520 "#endif\n"
521 "\n"
522 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
523 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
524 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
525 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
526 "//#endif\n"
527 "\n"
528 "// transform vertex to camera space, using ftransform to match non-VS\n"
529 "       // rendering\n"
530 "       gl_Position = ftransform();\n"
531 "\n"
532 "#ifdef MODE_WATER\n"
533 "       ModelViewProjectionPosition = gl_Position;\n"
534 "#endif\n"
535 "#ifdef MODE_REFRACTION\n"
536 "       ModelViewProjectionPosition = gl_Position;\n"
537 "#endif\n"
538 "#ifdef USEREFLECTION\n"
539 "       ModelViewProjectionPosition = gl_Position;\n"
540 "#endif\n"
541 "}\n"
542 "\n"
543 "#endif // VERTEX_SHADER\n"
544 "\n"
545 "\n"
546 "\n"
547 "\n"
548 "// fragment shader specific:\n"
549 "#ifdef FRAGMENT_SHADER\n"
550 "\n"
551 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
552 "uniform sampler2D Texture_Normal;\n"
553 "uniform sampler2D Texture_Color;\n"
554 "uniform sampler2D Texture_Gloss;\n"
555 "uniform samplerCube Texture_Cube;\n"
556 "uniform sampler2D Texture_Attenuation;\n"
557 "uniform sampler2D Texture_FogMask;\n"
558 "uniform sampler2D Texture_Pants;\n"
559 "uniform sampler2D Texture_Shirt;\n"
560 "uniform sampler2D Texture_Lightmap;\n"
561 "uniform sampler2D Texture_Deluxemap;\n"
562 "uniform sampler2D Texture_Glow;\n"
563 "uniform sampler2D Texture_Reflection;\n"
564 "uniform sampler2D Texture_Refraction;\n"
565 "\n"
566 "uniform myhvec3 LightColor;\n"
567 "uniform myhvec3 AmbientColor;\n"
568 "uniform myhvec3 DiffuseColor;\n"
569 "uniform myhvec3 SpecularColor;\n"
570 "uniform myhvec3 Color_Pants;\n"
571 "uniform myhvec3 Color_Shirt;\n"
572 "uniform myhvec3 FogColor;\n"
573 "\n"
574 "//#ifdef MODE_WATER\n"
575 "uniform vec4 DistortScaleRefractReflect;\n"
576 "uniform vec4 ScreenScaleRefractReflect;\n"
577 "uniform vec4 ScreenCenterRefractReflect;\n"
578 "uniform myhvec4 RefractColor;\n"
579 "uniform myhvec4 ReflectColor;\n"
580 "uniform myhalf ReflectFactor;\n"
581 "uniform myhalf ReflectOffset;\n"
582 "//#else\n"
583 "//# ifdef MODE_REFRACTION\n"
584 "//uniform vec4 DistortScaleRefractReflect;\n"
585 "//uniform vec4 ScreenScaleRefractReflect;\n"
586 "//uniform vec4 ScreenCenterRefractReflect;\n"
587 "//uniform myhvec4 RefractColor;\n"
588 "//#  ifdef USEREFLECTION\n"
589 "//uniform myhvec4 ReflectColor;\n"
590 "//#  endif\n"
591 "//# else\n"
592 "//#  ifdef USEREFLECTION\n"
593 "//uniform vec4 DistortScaleRefractReflect;\n"
594 "//uniform vec4 ScreenScaleRefractReflect;\n"
595 "//uniform vec4 ScreenCenterRefractReflect;\n"
596 "//uniform myhvec4 ReflectColor;\n"
597 "//#  endif\n"
598 "//# endif\n"
599 "//#endif\n"
600 "\n"
601 "uniform myhalf GlowScale;\n"
602 "uniform myhalf SceneBrightness;\n"
603 "#ifdef USECONTRASTBOOST\n"
604 "uniform myhalf ContrastBoostCoeff;\n"
605 "#endif\n"
606 "\n"
607 "uniform float OffsetMapping_Scale;\n"
608 "uniform float OffsetMapping_Bias;\n"
609 "uniform float FogRangeRecip;\n"
610 "\n"
611 "uniform myhalf AmbientScale;\n"
612 "uniform myhalf DiffuseScale;\n"
613 "uniform myhalf SpecularScale;\n"
614 "uniform myhalf SpecularPower;\n"
615 "\n"
616 "#ifdef USEOFFSETMAPPING\n"
617 "vec2 OffsetMapping(vec2 TexCoord)\n"
618 "{\n"
619 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
620 "       // 14 sample relief mapping: linear search and then binary search\n"
621 "       // this basically steps forward a small amount repeatedly until it finds\n"
622 "       // itself inside solid, then jitters forward and back using decreasing\n"
623 "       // amounts to find the impact\n"
624 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
625 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
626 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
627 "       vec3 RT = vec3(TexCoord, 1);\n"
628 "       OffsetVector *= 0.1;\n"
629 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
630 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
631 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
632 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
633 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
634 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
636 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
637 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
638 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
639 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
640 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
641 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
642 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
643 "       return RT.xy;\n"
644 "#else\n"
645 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
646 "       // this basically moves forward the full distance, and then backs up based\n"
647 "       // on height of samples\n"
648 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
649 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
650 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
651 "       TexCoord += OffsetVector;\n"
652 "       OffsetVector *= 0.333;\n"
653 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
654 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
655 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
656 "       return TexCoord;\n"
657 "#endif\n"
658 "}\n"
659 "#endif // USEOFFSETMAPPING\n"
660 "\n"
661 "#ifdef MODE_WATER\n"
662 "\n"
663 "// water pass\n"
664 "void main(void)\n"
665 "{\n"
666 "#ifdef USEOFFSETMAPPING\n"
667 "       // apply offsetmapping\n"
668 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
669 "#define TexCoord TexCoordOffset\n"
670 "#endif\n"
671 "\n"
672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
674 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
675 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
676 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
677 "}\n"
678 "\n"
679 "#else // MODE_WATER\n"
680 "#ifdef MODE_REFRACTION\n"
681 "\n"
682 "// refraction pass\n"
683 "void main(void)\n"
684 "{\n"
685 "#ifdef USEOFFSETMAPPING\n"
686 "       // apply offsetmapping\n"
687 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
688 "#define TexCoord TexCoordOffset\n"
689 "#endif\n"
690 "\n"
691 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
692 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
693 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
694 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
695 "}\n"
696 "\n"
697 "#else // MODE_REFRACTION\n"
698 "void main(void)\n"
699 "{\n"
700 "#ifdef USEOFFSETMAPPING\n"
701 "       // apply offsetmapping\n"
702 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
703 "#define TexCoord TexCoordOffset\n"
704 "#endif\n"
705 "\n"
706 "       // combine the diffuse textures (base, pants, shirt)\n"
707 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
708 "#ifdef USECOLORMAPPING\n"
709 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
710 "#endif\n"
711 "\n"
712 "\n"
713 "\n"
714 "\n"
715 "#ifdef MODE_LIGHTSOURCE\n"
716 "       // light source\n"
717 "\n"
718 "       // calculate surface normal, light normal, and specular normal\n"
719 "       // compute color intensity for the two textures (colormap and glossmap)\n"
720 "       // scale by light color and attenuation as efficiently as possible\n"
721 "       // (do as much scalar math as possible rather than vector math)\n"
722 "# ifdef USESPECULAR\n"
723 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
724 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
725 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
726 "\n"
727 "       // calculate directional shading\n"
728 "       color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
729 "# else\n"
730 "#  ifdef USEDIFFUSE\n"
731 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
732 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
733 "\n"
734 "       // calculate directional shading\n"
735 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
736 "#  else\n"
737 "       // calculate directionless shading\n"
738 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
739 "#  endif\n"
740 "# endif\n"
741 "\n"
742 "# ifdef USECUBEFILTER\n"
743 "       // apply light cubemap filter\n"
744 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
745 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
746 "# endif\n"
747 "       color *= myhvec4(gl_Color);\n"
748 "#endif // MODE_LIGHTSOURCE\n"
749 "\n"
750 "\n"
751 "\n"
752 "\n"
753 "#ifdef MODE_LIGHTDIRECTION\n"
754 "       // directional model lighting\n"
755 "\n"
756 "       // get the surface normal and light normal\n"
757 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
758 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
759 "\n"
760 "       // calculate directional shading\n"
761 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
762 "# ifdef USESPECULAR\n"
763 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
764 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
765 "# endif\n"
766 "       color *= myhvec4(gl_Color);\n"
767 "#endif // MODE_LIGHTDIRECTION\n"
768 "\n"
769 "\n"
770 "\n"
771 "\n"
772 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
773 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
774 "\n"
775 "       // get the surface normal and light normal\n"
776 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
777 "\n"
778 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
779 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
780 "       // calculate directional shading\n"
781 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
782 "# ifdef USESPECULAR\n"
783 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
784 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
785 "# endif\n"
786 "\n"
787 "       // apply lightmap color\n"
788 "       color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
789 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
790 "\n"
791 "\n"
792 "\n"
793 "\n"
794 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
795 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
796 "\n"
797 "       // get the surface normal and light normal\n"
798 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
799 "\n"
800 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
801 "       // calculate directional shading\n"
802 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
803 "# ifdef USESPECULAR\n"
804 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
805 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
806 "# endif\n"
807 "\n"
808 "       // apply lightmap color\n"
809 "       color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
810 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
811 "\n"
812 "\n"
813 "\n"
814 "\n"
815 "#ifdef MODE_LIGHTMAP\n"
816 "       // apply lightmap color\n"
817 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
818 "#endif // MODE_LIGHTMAP\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "\n"
827 "#ifdef USEGLOW\n"
828 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
829 "#endif\n"
830 "\n"
831 "#ifdef USECONTRASTBOOST\n"
832 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
833 "#endif\n"
834 "\n"
835 "       color.rgb *= SceneBrightness;\n"
836 "\n"
837 "#ifndef MODE_LIGHTSOURCE\n"
838 "# ifdef USEREFLECTION\n"
839 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
840 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
841 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
842 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USEFOG\n"
847 "       // apply fog\n"
848 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
849 "#endif\n"
850 "\n"
851 "       gl_FragColor = vec4(color);\n"
852 "}\n"
853 "#endif // MODE_REFRACTION\n"
854 "#endif // MODE_WATER\n"
855 "\n"
856 "#endif // FRAGMENT_SHADER\n"
857 ;
858
859 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
860 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
861 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
862 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
863 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
864 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
865 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
866 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
867 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
868 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
869 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
870
871 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
872 const char *shaderpermutationinfo[][2] =
873 {
874         {"#define USECOLORMAPPING\n", " colormapping"},
875         {"#define USECONTRASTBOOST\n", " contrastboost"},
876         {"#define USEFOG\n", " fog"},
877         {"#define USECUBEFILTER\n", " cubefilter"},
878         {"#define USEGLOW\n", " glow"},
879         {"#define USEDIFFUSE\n", " diffuse"},
880         {"#define USESPECULAR\n", " specular"},
881         {"#define USEREFLECTION\n", " reflection"},
882         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
883         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
884         {NULL, NULL}
885 };
886
887 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
888 typedef enum shadermode_e
889 {
890         SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
891         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
892         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
893         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
894         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
895         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
896         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
897         SHADERMODE_COUNT
898 }
899 shadermode_t;
900
901 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
902 const char *shadermodeinfo[][2] =
903 {
904         {"#define MODE_LIGHTMAP\n", " lightmap"},
905         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
906         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
907         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
908         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
909         {"#define MODE_REFRACTION\n", " refraction"},
910         {"#define MODE_WATER\n", " water"},
911         {NULL, NULL}
912 };
913
914 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
915
916 typedef struct r_glsl_permutation_s
917 {
918         // indicates if we have tried compiling this permutation already
919         qboolean compiled;
920         // 0 if compilation failed
921         int program;
922         // locations of detected uniforms in program object, or -1 if not found
923         int loc_Texture_Normal;
924         int loc_Texture_Color;
925         int loc_Texture_Gloss;
926         int loc_Texture_Cube;
927         int loc_Texture_Attenuation;
928         int loc_Texture_FogMask;
929         int loc_Texture_Pants;
930         int loc_Texture_Shirt;
931         int loc_Texture_Lightmap;
932         int loc_Texture_Deluxemap;
933         int loc_Texture_Glow;
934         int loc_Texture_Refraction;
935         int loc_Texture_Reflection;
936         int loc_FogColor;
937         int loc_LightPosition;
938         int loc_EyePosition;
939         int loc_LightColor;
940         int loc_Color_Pants;
941         int loc_Color_Shirt;
942         int loc_FogRangeRecip;
943         int loc_AmbientScale;
944         int loc_DiffuseScale;
945         int loc_SpecularScale;
946         int loc_SpecularPower;
947         int loc_GlowScale;
948         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
949         int loc_OffsetMapping_Scale;
950         int loc_AmbientColor;
951         int loc_DiffuseColor;
952         int loc_SpecularColor;
953         int loc_LightDir;
954         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
955         int loc_DistortScaleRefractReflect;
956         int loc_ScreenScaleRefractReflect;
957         int loc_ScreenCenterRefractReflect;
958         int loc_RefractColor;
959         int loc_ReflectColor;
960         int loc_ReflectFactor;
961         int loc_ReflectOffset;
962 }
963 r_glsl_permutation_t;
964
965 // information about each possible shader permutation
966 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
967 // currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969
970 // these are additional flags used only by R_GLSL_CompilePermutation
971 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
972 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
973 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
974
975 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
976 {
977         int i;
978         qboolean shaderfound;
979         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
980         int vertstrings_count;
981         int geomstrings_count;
982         int fragstrings_count;
983         char *shaderstring;
984         const char *vertstrings_list[32+1];
985         const char *geomstrings_list[32+1];
986         const char *fragstrings_list[32+1];
987         char permutationname[256];
988         if (p->compiled)
989                 return;
990         p->compiled = true;
991         p->program = 0;
992         vertstrings_list[0] = "#define VERTEX_SHADER\n";
993         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
994         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
995         vertstrings_count = 1;
996         geomstrings_count = 1;
997         fragstrings_count = 1;
998         permutationname[0] = 0;
999         i = permutation / SHADERPERMUTATION_MODEBASE;
1000         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1001         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1002         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1003         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1004         for (i = 0;shaderpermutationinfo[i][0];i++)
1005         {
1006                 if (permutation & (1<<i))
1007                 {
1008                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1009                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1010                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1011                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1012                 }
1013                 else
1014                 {
1015                         // keep line numbers correct
1016                         vertstrings_list[vertstrings_count++] = "\n";
1017                         geomstrings_list[geomstrings_count++] = "\n";
1018                         fragstrings_list[fragstrings_count++] = "\n";
1019                 }
1020         }
1021         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1022         shaderfound = false;
1023         if (shaderstring)
1024         {
1025                 Con_DPrint("from disk... ");
1026                 vertstrings_list[vertstrings_count++] = shaderstring;
1027                 geomstrings_list[geomstrings_count++] = shaderstring;
1028                 fragstrings_list[fragstrings_count++] = shaderstring;
1029                 shaderfound = true;
1030         }
1031         else if (!strcmp(filename, "glsl/default.glsl"))
1032         {
1033                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1034                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1035                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1036                 shaderfound = true;
1037         }
1038         // clear any lists that are not needed by this shader
1039         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1040                 vertstrings_count = 0;
1041         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1042                 geomstrings_count = 0;
1043         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1044                 fragstrings_count = 0;
1045         // compile the shader program
1046         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1047                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1048         if (p->program)
1049         {
1050                 CHECKGLERROR
1051                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1052                 // look up all the uniform variable names we care about, so we don't
1053                 // have to look them up every time we set them
1054                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1055                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1056                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1057                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1058                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1059                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1060                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1061                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1062                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1063                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1064                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1065                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1066                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1067                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1068                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1069                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1070                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1071                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1072                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1073                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1074                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1075                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1076                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1077                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1078                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1079                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1080                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1081                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1082                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1083                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1084                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1085                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1086                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1087                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1088                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1089                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1090                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1091                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1092                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1093                 // initialize the samplers to refer to the texture units we use
1094                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1095                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1096                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1097                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1098                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1099                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1100                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1101                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1102                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1103                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1104                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1105                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1106                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1107                 CHECKGLERROR
1108                 qglUseProgramObjectARB(0);CHECKGLERROR
1109                 if (developer.integer)
1110                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1111         }
1112         else
1113         {
1114                 if (developer.integer)
1115                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1116                 else
1117                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1118         }
1119         if (shaderstring)
1120                 Mem_Free(shaderstring);
1121 }
1122
1123 void R_GLSL_Restart_f(void)
1124 {
1125         int i;
1126         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1127                 if (r_glsl_permutations[i].program)
1128                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1129         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1130 }
1131
1132 void R_GLSL_DumpShader_f(void)
1133 {
1134         int i;
1135
1136         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1137         if(!file)
1138         {
1139                 Con_Printf("failed to write to glsl/default.glsl\n");
1140                 return;
1141         }
1142
1143         FS_Print(file, "// The engine may define the following macros:\n");
1144         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1145         for (i = 0;shadermodeinfo[i][0];i++)
1146                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1147         for (i = 0;shaderpermutationinfo[i][0];i++)
1148                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1149         FS_Print(file, "\n");
1150         FS_Print(file, builtinshaderstring);
1151         FS_Close(file);
1152
1153         Con_Printf("glsl/default.glsl written\n");
1154 }
1155
1156 extern rtexture_t *r_shadow_attenuationgradienttexture;
1157 extern rtexture_t *r_shadow_attenuation2dtexture;
1158 extern rtexture_t *r_shadow_attenuation3dtexture;
1159 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1160 {
1161         // select a permutation of the lighting shader appropriate to this
1162         // combination of texture, entity, light source, and fogging, only use the
1163         // minimum features necessary to avoid wasting rendering time in the
1164         // fragment shader on features that are not being used
1165         const char *shaderfilename = NULL;
1166         unsigned int permutation = 0;
1167         unsigned int shadertype = 0;
1168         shadermode_t mode = 0;
1169         r_glsl_permutation = NULL;
1170         shaderfilename = "glsl/default.glsl";
1171         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1172         // TODO: implement geometry-shader based shadow volumes someday
1173         if (r_glsl_offsetmapping.integer)
1174         {
1175                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1176                 if (r_glsl_offsetmapping_reliefmapping.integer)
1177                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1178         }
1179         if (rsurfacepass == RSURFPASS_BACKGROUND)
1180         {
1181                 // distorted background
1182                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1183                         mode = SHADERMODE_WATER;
1184                 else
1185                         mode = SHADERMODE_REFRACTION;
1186         }
1187         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1188         {
1189                 // light source
1190                 mode = SHADERMODE_LIGHTSOURCE;
1191                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1192                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1193                 if (diffusescale > 0)
1194                         permutation |= SHADERPERMUTATION_DIFFUSE;
1195                 if (specularscale > 0)
1196                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1197                 if (r_refdef.fogenabled)
1198                         permutation |= SHADERPERMUTATION_FOG;
1199                 if (rsurface.texture->colormapping)
1200                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1201                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1202                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1203                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1204                         permutation |= SHADERPERMUTATION_REFLECTION;
1205         }
1206         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1207         {
1208                 // bright unshaded geometry
1209                 mode = SHADERMODE_LIGHTMAP;
1210                 if (rsurface.texture->currentskinframe->glow)
1211                         permutation |= SHADERPERMUTATION_GLOW;
1212                 if (r_refdef.fogenabled)
1213                         permutation |= SHADERPERMUTATION_FOG;
1214                 if (rsurface.texture->colormapping)
1215                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1216                 if (r_glsl_offsetmapping.integer)
1217                 {
1218                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1219                         if (r_glsl_offsetmapping_reliefmapping.integer)
1220                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1221                 }
1222                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1223                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1224                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1225                         permutation |= SHADERPERMUTATION_REFLECTION;
1226         }
1227         else if (modellighting)
1228         {
1229                 // directional model lighting
1230                 mode = SHADERMODE_LIGHTDIRECTION;
1231                 if (rsurface.texture->currentskinframe->glow)
1232                         permutation |= SHADERPERMUTATION_GLOW;
1233                 if (specularscale > 0)
1234                         permutation |= SHADERPERMUTATION_SPECULAR;
1235                 if (r_refdef.fogenabled)
1236                         permutation |= SHADERPERMUTATION_FOG;
1237                 if (rsurface.texture->colormapping)
1238                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1239                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1240                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1241                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1242                         permutation |= SHADERPERMUTATION_REFLECTION;
1243         }
1244         else
1245         {
1246                 // lightmapped wall
1247                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1248                 {
1249                         // deluxemapping (light direction texture)
1250                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1251                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1252                         else
1253                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1254                         if (specularscale > 0)
1255                                 permutation |= SHADERPERMUTATION_SPECULAR;
1256                 }
1257                 else if (r_glsl_deluxemapping.integer >= 2)
1258                 {
1259                         // fake deluxemapping (uniform light direction in tangentspace)
1260                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1261                         if (specularscale > 0)
1262                                 permutation |= SHADERPERMUTATION_SPECULAR;
1263                 }
1264                 else
1265                 {
1266                         // ordinary lightmapping
1267                         mode = SHADERMODE_LIGHTMAP;
1268                 }
1269                 if (rsurface.texture->currentskinframe->glow)
1270                         permutation |= SHADERPERMUTATION_GLOW;
1271                 if (r_refdef.fogenabled)
1272                         permutation |= SHADERPERMUTATION_FOG;
1273                 if (rsurface.texture->colormapping)
1274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1275                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1276                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1277                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1278                         permutation |= SHADERPERMUTATION_REFLECTION;
1279         }
1280         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1281         if (!r_glsl_permutations[permutation].program)
1282         {
1283                 if (!r_glsl_permutations[permutation].compiled)
1284                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1285                 if (!r_glsl_permutations[permutation].program)
1286                 {
1287                         // remove features until we find a valid permutation
1288                         unsigned int i;
1289                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1290                         {
1291                                 if (!i)
1292                                 {
1293                                         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");
1294                                         Cvar_SetValueQuick(&r_glsl, 0);
1295                                         return 0; // no bit left to clear
1296                                 }
1297                                 // reduce i more quickly whenever it would not remove any bits
1298                                 if (!(permutation & i))
1299                                         continue;
1300                                 permutation &= ~i;
1301                                 if (!r_glsl_permutations[permutation].compiled)
1302                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1303                                 if (r_glsl_permutations[permutation].program)
1304                                         break;
1305                         }
1306                 }
1307         }
1308         r_glsl_permutation = r_glsl_permutations + permutation;
1309         CHECKGLERROR
1310         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1311         if (mode == SHADERMODE_LIGHTSOURCE)
1312         {
1313                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1314                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1315                 {
1316                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1317                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1318                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1319                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1320                 }
1321                 else
1322                 {
1323                         // ambient only is simpler
1324                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1325                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1326                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1327                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1328                 }
1329         }
1330         else if (mode == SHADERMODE_LIGHTDIRECTION)
1331         {
1332                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1333                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1334                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1335                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1336                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1337                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1338                 if (r_glsl_permutation->loc_LightDir >= 0)
1339                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1340         }
1341         else
1342         {
1343                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1344                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1345                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1346         }
1347         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1348         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1349         {
1350                 // The formula used is actually:
1351                 //   color.rgb *= SceneBrightness;
1352                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1353                 // I simplify that to
1354                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1355                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1356                 // and Black:
1357                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1358                 // and do [[calculations]] here in the engine
1359                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1360                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1361         }
1362         else
1363                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1364         if (r_glsl_permutation->loc_FogColor >= 0)
1365         {
1366                 // additive passes are only darkened by fog, not tinted
1367                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1368                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1369                 else
1370                 /*
1371                 {
1372                         vec3_t fogvec;
1373                         //   color.rgb *= SceneBrightness;
1374                         VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1375                         if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1376                         {
1377                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1378                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1379                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1380                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1381                         }
1382                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1383                 }
1384                 */
1385                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1386         }
1387         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1388         if (r_glsl_permutation->loc_Color_Pants >= 0)
1389         {
1390                 if (rsurface.texture->currentskinframe->pants)
1391                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1392                 else
1393                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1394         }
1395         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1396         {
1397                 if (rsurface.texture->currentskinframe->shirt)
1398                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1399                 else
1400                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1401         }
1402         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1403         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1404         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1405         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);
1406         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]);
1407         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]);
1408         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1409         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1410         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1411         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1412         CHECKGLERROR
1413         return permutation;
1414 }
1415
1416 #define SKINFRAME_HASH 1024
1417
1418 struct
1419 {
1420         int loadsequence; // incremented each level change
1421         memexpandablearray_t array;
1422         skinframe_t *hash[SKINFRAME_HASH];
1423 }
1424 r_skinframe;
1425
1426 void R_SkinFrame_PrepareForPurge(void)
1427 {
1428         r_skinframe.loadsequence++;
1429         // wrap it without hitting zero
1430         if (r_skinframe.loadsequence >= 200)
1431                 r_skinframe.loadsequence = 1;
1432 }
1433
1434 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1435 {
1436         if (!skinframe)
1437                 return;
1438         // mark the skinframe as used for the purging code
1439         skinframe->loadsequence = r_skinframe.loadsequence;
1440 }
1441
1442 void R_SkinFrame_Purge(void)
1443 {
1444         int i;
1445         skinframe_t *s;
1446         for (i = 0;i < SKINFRAME_HASH;i++)
1447         {
1448                 for (s = r_skinframe.hash[i];s;s = s->next)
1449                 {
1450                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1451                         {
1452                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1453                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1454                                 if (s->merged == s->base)               s->merged = NULL;
1455                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1456                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1457                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1458                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1459                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1460                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1461                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1462                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1463                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1464                                 s->loadsequence = 0;
1465                         }
1466                 }
1467         }
1468 }
1469
1470 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1471 {
1472         skinframe_t *item;
1473         int hashindex;
1474         char basename[MAX_QPATH];
1475
1476         Image_StripImageExtension(name, basename, sizeof(basename));
1477
1478         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1479         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1480                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1481                         break;
1482         if (!item)
1483         {
1484                 if (!add)
1485                         return NULL;
1486                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1487                 memset(item, 0, sizeof(*item));
1488                 strlcpy(item->basename, basename, sizeof(item->basename));
1489                 item->textureflags = textureflags;
1490                 item->comparewidth = comparewidth;
1491                 item->compareheight = compareheight;
1492                 item->comparecrc = comparecrc;
1493                 item->next = r_skinframe.hash[hashindex];
1494                 r_skinframe.hash[hashindex] = item;
1495         }
1496         R_SkinFrame_MarkUsed(item);
1497         return item;
1498 }
1499
1500 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1501 {
1502         // FIXME: it should be possible to disable loading various layers using
1503         // cvars, to prevent wasted loading time and memory usage if the user does
1504         // not want them
1505         qboolean loadnormalmap = true;
1506         qboolean loadgloss = true;
1507         qboolean loadpantsandshirt = true;
1508         qboolean loadglow = true;
1509         int j;
1510         unsigned char *pixels;
1511         unsigned char *bumppixels;
1512         unsigned char *basepixels = NULL;
1513         int basepixels_width;
1514         int basepixels_height;
1515         skinframe_t *skinframe;
1516
1517         if (cls.state == ca_dedicated)
1518                 return NULL;
1519
1520         // return an existing skinframe if already loaded
1521         // if loading of the first image fails, don't make a new skinframe as it
1522         // would cause all future lookups of this to be missing
1523         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1524         if (skinframe && skinframe->base)
1525                 return skinframe;
1526
1527         basepixels = loadimagepixels(name, complain, 0, 0);
1528         if (basepixels == NULL)
1529                 return NULL;
1530
1531         // we've got some pixels to store, so really allocate this new texture now
1532         if (!skinframe)
1533                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1534         skinframe->stain = NULL;
1535         skinframe->merged = NULL;
1536         skinframe->base = r_texture_notexture;
1537         skinframe->pants = NULL;
1538         skinframe->shirt = NULL;
1539         skinframe->nmap = r_texture_blanknormalmap;
1540         skinframe->gloss = NULL;
1541         skinframe->glow = NULL;
1542         skinframe->fog = NULL;
1543
1544         basepixels_width = image_width;
1545         basepixels_height = image_height;
1546         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1547
1548         if (textureflags & TEXF_ALPHA)
1549         {
1550                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1551                         if (basepixels[j] < 255)
1552                                 break;
1553                 if (j < basepixels_width * basepixels_height * 4)
1554                 {
1555                         // has transparent pixels
1556                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1557                         for (j = 0;j < image_width * image_height * 4;j += 4)
1558                         {
1559                                 pixels[j+0] = 255;
1560                                 pixels[j+1] = 255;
1561                                 pixels[j+2] = 255;
1562                                 pixels[j+3] = basepixels[j+3];
1563                         }
1564                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1565                         Mem_Free(pixels);
1566                 }
1567         }
1568
1569         // _norm is the name used by tenebrae and has been adopted as standard
1570         if (loadnormalmap)
1571         {
1572                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1573                 {
1574                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1575                         Mem_Free(pixels);
1576                         pixels = NULL;
1577                 }
1578                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1579                 {
1580                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1581                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1582                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1583                         Mem_Free(pixels);
1584                         Mem_Free(bumppixels);
1585                 }
1586                 else if (r_shadow_bumpscale_basetexture.value > 0)
1587                 {
1588                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1589                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1590                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1591                         Mem_Free(pixels);
1592                 }
1593         }
1594         // _luma is supported for tenebrae compatibility
1595         // (I think it's a very stupid name, but oh well)
1596         // _glow is the preferred name
1597         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1598         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1599         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1600         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1601
1602         if (basepixels)
1603                 Mem_Free(basepixels);
1604
1605         return skinframe;
1606 }
1607
1608 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)
1609 {
1610         int i;
1611         if (!force)
1612         {
1613                 for (i = 0;i < width*height;i++)
1614                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1615                                 break;
1616                 if (i == width*height)
1617                         return NULL;
1618         }
1619         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1623 {
1624         int i;
1625         unsigned char *temp1, *temp2;
1626         skinframe_t *skinframe;
1627
1628         if (cls.state == ca_dedicated)
1629                 return NULL;
1630
1631         // if already loaded just return it, otherwise make a new skinframe
1632         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1633         if (skinframe && skinframe->base)
1634                 return skinframe;
1635
1636         skinframe->stain = NULL;
1637         skinframe->merged = NULL;
1638         skinframe->base = r_texture_notexture;
1639         skinframe->pants = NULL;
1640         skinframe->shirt = NULL;
1641         skinframe->nmap = r_texture_blanknormalmap;
1642         skinframe->gloss = NULL;
1643         skinframe->glow = NULL;
1644         skinframe->fog = NULL;
1645
1646         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1647         if (!skindata)
1648                 return NULL;
1649
1650         if (bitsperpixel == 32)
1651         {
1652                 if (r_shadow_bumpscale_basetexture.value > 0)
1653                 {
1654                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1655                         temp2 = temp1 + width * height * 4;
1656                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1657                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1658                         Mem_Free(temp1);
1659                 }
1660                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1661                 if (textureflags & TEXF_ALPHA)
1662                 {
1663                         for (i = 3;i < width * height * 4;i += 4)
1664                                 if (skindata[i] < 255)
1665                                         break;
1666                         if (i < width * height * 4)
1667                         {
1668                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1669                                 memcpy(fogpixels, skindata, width * height * 4);
1670                                 for (i = 0;i < width * height * 4;i += 4)
1671                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1672                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1673                                 Mem_Free(fogpixels);
1674                         }
1675                 }
1676         }
1677         else if (bitsperpixel == 8)
1678         {
1679                 if (r_shadow_bumpscale_basetexture.value > 0)
1680                 {
1681                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1682                         temp2 = temp1 + width * height * 4;
1683                         if (bitsperpixel == 32)
1684                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1685                         else
1686                         {
1687                                 // use either a custom palette or the quake palette
1688                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1689                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1690                         }
1691                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1692                         Mem_Free(temp1);
1693                 }
1694                 // use either a custom palette, or the quake palette
1695                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
1696                 if (!palette && loadglowtexture)
1697                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1698                 if (!palette && loadpantsandshirt)
1699                 {
1700                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1701                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1702                 }
1703                 if (skinframe->pants || skinframe->shirt)
1704                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1705                 if (textureflags & TEXF_ALPHA)
1706                 {
1707                         // if not using a custom alphapalette, use the quake one
1708                         if (!alphapalette)
1709                                 alphapalette = palette_alpha;
1710                         for (i = 0;i < width * height;i++)
1711                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1712                                         break;
1713                         if (i < width * height)
1714                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1715                 }
1716         }
1717
1718         return skinframe;
1719 }
1720
1721 skinframe_t *R_SkinFrame_LoadMissing(void)
1722 {
1723         skinframe_t *skinframe;
1724
1725         if (cls.state == ca_dedicated)
1726                 return NULL;
1727
1728         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1729         skinframe->stain = NULL;
1730         skinframe->merged = NULL;
1731         skinframe->base = r_texture_notexture;
1732         skinframe->pants = NULL;
1733         skinframe->shirt = NULL;
1734         skinframe->nmap = r_texture_blanknormalmap;
1735         skinframe->gloss = NULL;
1736         skinframe->glow = NULL;
1737         skinframe->fog = NULL;
1738
1739         return skinframe;
1740 }
1741
1742 void gl_main_start(void)
1743 {
1744         int x;
1745         double r, alpha;
1746
1747         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1748         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1749         {
1750                 alpha = 1 - exp(r / ((double)x*(double)x));
1751                 if (x == FOGMASKTABLEWIDTH - 1)
1752                         alpha = 0;
1753                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1754         }
1755
1756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1758
1759         // set up r_skinframe loading system for textures
1760         memset(&r_skinframe, 0, sizeof(r_skinframe));
1761         r_skinframe.loadsequence = 1;
1762         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1763
1764         r_main_texturepool = R_AllocTexturePool();
1765         R_BuildBlankTextures();
1766         R_BuildNoTexture();
1767         if (gl_texturecubemap)
1768         {
1769                 R_BuildWhiteCube();
1770                 R_BuildNormalizationCube();
1771         }
1772         R_BuildFogTexture();
1773         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1774         memset(&r_waterstate, 0, sizeof(r_waterstate));
1775         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1776         memset(&r_svbsp, 0, sizeof (r_svbsp));
1777 }
1778
1779 void gl_main_shutdown(void)
1780 {
1781         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1782         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1783
1784         // clear out the r_skinframe state
1785         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1786         memset(&r_skinframe, 0, sizeof(r_skinframe));
1787
1788         if (r_svbsp.nodes)
1789                 Mem_Free(r_svbsp.nodes);
1790         memset(&r_svbsp, 0, sizeof (r_svbsp));
1791         R_FreeTexturePool(&r_main_texturepool);
1792         r_texture_blanknormalmap = NULL;
1793         r_texture_white = NULL;
1794         r_texture_grey128 = NULL;
1795         r_texture_black = NULL;
1796         r_texture_whitecube = NULL;
1797         r_texture_normalizationcube = NULL;
1798         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1799         memset(&r_waterstate, 0, sizeof(r_waterstate));
1800         R_GLSL_Restart_f();
1801 }
1802
1803 extern void CL_ParseEntityLump(char *entitystring);
1804 void gl_main_newmap(void)
1805 {
1806         // FIXME: move this code to client
1807         int l;
1808         char *entities, entname[MAX_QPATH];
1809         if (cl.worldmodel)
1810         {
1811                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1812                 l = (int)strlen(entname) - 4;
1813                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1814                 {
1815                         memcpy(entname + l, ".ent", 5);
1816                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1817                         {
1818                                 CL_ParseEntityLump(entities);
1819                                 Mem_Free(entities);
1820                                 return;
1821                         }
1822                 }
1823                 if (cl.worldmodel->brush.entities)
1824                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1825         }
1826 }
1827
1828 void GL_Main_Init(void)
1829 {
1830         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1831
1832         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1833         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1834         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1835         if (gamemode == GAME_NEHAHRA)
1836         {
1837                 Cvar_RegisterVariable (&gl_fogenable);
1838                 Cvar_RegisterVariable (&gl_fogdensity);
1839                 Cvar_RegisterVariable (&gl_fogred);
1840                 Cvar_RegisterVariable (&gl_foggreen);
1841                 Cvar_RegisterVariable (&gl_fogblue);
1842                 Cvar_RegisterVariable (&gl_fogstart);
1843                 Cvar_RegisterVariable (&gl_fogend);
1844         }
1845         Cvar_RegisterVariable(&r_depthfirst);
1846         Cvar_RegisterVariable(&r_nearclip);
1847         Cvar_RegisterVariable(&r_showbboxes);
1848         Cvar_RegisterVariable(&r_showsurfaces);
1849         Cvar_RegisterVariable(&r_showtris);
1850         Cvar_RegisterVariable(&r_shownormals);
1851         Cvar_RegisterVariable(&r_showlighting);
1852         Cvar_RegisterVariable(&r_showshadowvolumes);
1853         Cvar_RegisterVariable(&r_showcollisionbrushes);
1854         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1855         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1856         Cvar_RegisterVariable(&r_showdisabledepthtest);
1857         Cvar_RegisterVariable(&r_drawportals);
1858         Cvar_RegisterVariable(&r_drawentities);
1859         Cvar_RegisterVariable(&r_cullentities_trace);
1860         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1861         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1862         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1863         Cvar_RegisterVariable(&r_drawviewmodel);
1864         Cvar_RegisterVariable(&r_speeds);
1865         Cvar_RegisterVariable(&r_fullbrights);
1866         Cvar_RegisterVariable(&r_wateralpha);
1867         Cvar_RegisterVariable(&r_dynamic);
1868         Cvar_RegisterVariable(&r_fullbright);
1869         Cvar_RegisterVariable(&r_shadows);
1870         Cvar_RegisterVariable(&r_shadows_throwdistance);
1871         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1872         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1873         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1874         Cvar_RegisterVariable(&r_textureunits);
1875         Cvar_RegisterVariable(&r_glsl);
1876         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1877         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1878         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1879         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1880         Cvar_RegisterVariable(&r_water);
1881         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1882         Cvar_RegisterVariable(&r_water_clippingplanebias);
1883         Cvar_RegisterVariable(&r_water_refractdistort);
1884         Cvar_RegisterVariable(&r_water_reflectdistort);
1885         Cvar_RegisterVariable(&r_lerpsprites);
1886         Cvar_RegisterVariable(&r_lerpmodels);
1887         Cvar_RegisterVariable(&r_waterscroll);
1888         Cvar_RegisterVariable(&r_bloom);
1889         Cvar_RegisterVariable(&r_bloom_colorscale);
1890         Cvar_RegisterVariable(&r_bloom_brighten);
1891         Cvar_RegisterVariable(&r_bloom_blur);
1892         Cvar_RegisterVariable(&r_bloom_resolution);
1893         Cvar_RegisterVariable(&r_bloom_colorexponent);
1894         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1895         Cvar_RegisterVariable(&r_hdr);
1896         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1897         Cvar_RegisterVariable(&r_glsl_contrastboost);
1898         Cvar_RegisterVariable(&r_hdr_glowintensity);
1899         Cvar_RegisterVariable(&r_hdr_range);
1900         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1901         Cvar_RegisterVariable(&developer_texturelogging);
1902         Cvar_RegisterVariable(&gl_lightmaps);
1903         Cvar_RegisterVariable(&r_test);
1904         Cvar_RegisterVariable(&r_batchmode);
1905         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1906                 Cvar_SetValue("r_fullbrights", 0);
1907         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1908
1909         Cvar_RegisterVariable(&r_track_sprites);
1910         Cvar_RegisterVariable(&r_track_sprites_flags);
1911         Cvar_RegisterVariable(&r_track_sprites_scalew);
1912         Cvar_RegisterVariable(&r_track_sprites_scaleh);
1913 }
1914
1915 extern void R_Textures_Init(void);
1916 extern void GL_Draw_Init(void);
1917 extern void GL_Main_Init(void);
1918 extern void R_Shadow_Init(void);
1919 extern void R_Sky_Init(void);
1920 extern void GL_Surf_Init(void);
1921 extern void R_Light_Init(void);
1922 extern void R_Particles_Init(void);
1923 extern void R_Explosion_Init(void);
1924 extern void gl_backend_init(void);
1925 extern void Sbar_Init(void);
1926 extern void R_LightningBeams_Init(void);
1927 extern void Mod_RenderInit(void);
1928
1929 void Render_Init(void)
1930 {
1931         gl_backend_init();
1932         R_Textures_Init();
1933         GL_Main_Init();
1934         GL_Draw_Init();
1935         R_Shadow_Init();
1936         R_Sky_Init();
1937         GL_Surf_Init();
1938         Sbar_Init();
1939         R_Light_Init();
1940         R_Particles_Init();
1941         R_Explosion_Init();
1942         R_LightningBeams_Init();
1943         Mod_RenderInit();
1944 }
1945
1946 /*
1947 ===============
1948 GL_Init
1949 ===============
1950 */
1951 extern char *ENGINE_EXTENSIONS;
1952 void GL_Init (void)
1953 {
1954         VID_CheckExtensions();
1955
1956         // LordHavoc: report supported extensions
1957         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1958
1959         // clear to black (loading plaque will be seen over this)
1960         CHECKGLERROR
1961         qglClearColor(0,0,0,1);CHECKGLERROR
1962         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1963 }
1964
1965 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1966 {
1967         int i;
1968         mplane_t *p;
1969         for (i = 0;i < r_view.numfrustumplanes;i++)
1970         {
1971                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
1972                 if (i == 4)
1973                         continue;
1974                 p = r_view.frustum + i;
1975                 switch(p->signbits)
1976                 {
1977                 default:
1978                 case 0:
1979                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1980                                 return true;
1981                         break;
1982                 case 1:
1983                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1984                                 return true;
1985                         break;
1986                 case 2:
1987                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1988                                 return true;
1989                         break;
1990                 case 3:
1991                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1992                                 return true;
1993                         break;
1994                 case 4:
1995                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1996                                 return true;
1997                         break;
1998                 case 5:
1999                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2000                                 return true;
2001                         break;
2002                 case 6:
2003                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2004                                 return true;
2005                         break;
2006                 case 7:
2007                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2008                                 return true;
2009                         break;
2010                 }
2011         }
2012         return false;
2013 }
2014
2015 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2016 {
2017         int i;
2018         const mplane_t *p;
2019         for (i = 0;i < numplanes;i++)
2020         {
2021                 p = planes + i;
2022                 switch(p->signbits)
2023                 {
2024                 default:
2025                 case 0:
2026                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2027                                 return true;
2028                         break;
2029                 case 1:
2030                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2031                                 return true;
2032                         break;
2033                 case 2:
2034                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2035                                 return true;
2036                         break;
2037                 case 3:
2038                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2039                                 return true;
2040                         break;
2041                 case 4:
2042                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2043                                 return true;
2044                         break;
2045                 case 5:
2046                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2047                                 return true;
2048                         break;
2049                 case 6:
2050                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2051                                 return true;
2052                         break;
2053                 case 7:
2054                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2055                                 return true;
2056                         break;
2057                 }
2058         }
2059         return false;
2060 }
2061
2062 //==================================================================================
2063
2064 static void R_UpdateEntityLighting(entity_render_t *ent)
2065 {
2066         vec3_t tempdiffusenormal;
2067
2068         // fetch the lighting from the worldmodel data
2069         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2070         VectorClear(ent->modellight_diffuse);
2071         VectorClear(tempdiffusenormal);
2072         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2073         {
2074                 vec3_t org;
2075                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2076                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2077         }
2078         else // highly rare
2079                 VectorSet(ent->modellight_ambient, 1, 1, 1);
2080
2081         // move the light direction into modelspace coordinates for lighting code
2082         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2083         if(VectorLength2(ent->modellight_lightdir) > 0)
2084         {
2085                 VectorNormalize(ent->modellight_lightdir);
2086         }
2087         else
2088         {
2089                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2090         }
2091
2092         // scale ambient and directional light contributions according to rendering variables
2093         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2094         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2095         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2096         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2097         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2098         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2099 }
2100
2101 static void R_View_UpdateEntityVisible (void)
2102 {
2103         int i, renderimask;
2104         entity_render_t *ent;
2105
2106         if (!r_drawentities.integer)
2107                 return;
2108
2109         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2110         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2111         {
2112                 // worldmodel can check visibility
2113                 for (i = 0;i < r_refdef.numentities;i++)
2114                 {
2115                         ent = r_refdef.entities[i];
2116                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2117
2118                 }
2119                 if(r_cullentities_trace.integer)
2120                 {
2121                         for (i = 0;i < r_refdef.numentities;i++)
2122                         {
2123                                 ent = r_refdef.entities[i];
2124                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2125                                 {
2126                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2127                                                 ent->last_trace_visibility = realtime;
2128                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2129                                                 r_viewcache.entityvisible[i] = 0;
2130                                 }
2131                         }
2132                 }
2133         }
2134         else
2135         {
2136                 // no worldmodel or it can't check visibility
2137                 for (i = 0;i < r_refdef.numentities;i++)
2138                 {
2139                         ent = r_refdef.entities[i];
2140                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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));
2141                 }
2142         }
2143
2144         // update entity lighting (even on hidden entities for r_shadows)
2145         for (i = 0;i < r_refdef.numentities;i++)
2146                 R_UpdateEntityLighting(r_refdef.entities[i]);
2147 }
2148
2149 // only used if skyrendermasked, and normally returns false
2150 int R_DrawBrushModelsSky (void)
2151 {
2152         int i, sky;
2153         entity_render_t *ent;
2154
2155         if (!r_drawentities.integer)
2156                 return false;
2157
2158         sky = false;
2159         for (i = 0;i < r_refdef.numentities;i++)
2160         {
2161                 if (!r_viewcache.entityvisible[i])
2162                         continue;
2163                 ent = r_refdef.entities[i];
2164                 if (!ent->model || !ent->model->DrawSky)
2165                         continue;
2166                 ent->model->DrawSky(ent);
2167                 sky = true;
2168         }
2169         return sky;
2170 }
2171
2172 static void R_DrawNoModel(entity_render_t *ent);
2173 static void R_DrawModels(void)
2174 {
2175         int i;
2176         entity_render_t *ent;
2177
2178         if (!r_drawentities.integer)
2179                 return;
2180
2181         for (i = 0;i < r_refdef.numentities;i++)
2182         {
2183                 if (!r_viewcache.entityvisible[i])
2184                         continue;
2185                 ent = r_refdef.entities[i];
2186                 r_refdef.stats.entities++;
2187                 if (ent->model && ent->model->Draw != NULL)
2188                         ent->model->Draw(ent);
2189                 else
2190                         R_DrawNoModel(ent);
2191         }
2192 }
2193
2194 static void R_DrawModelsDepth(void)
2195 {
2196         int i;
2197         entity_render_t *ent;
2198
2199         if (!r_drawentities.integer)
2200                 return;
2201
2202         for (i = 0;i < r_refdef.numentities;i++)
2203         {
2204                 if (!r_viewcache.entityvisible[i])
2205                         continue;
2206                 ent = r_refdef.entities[i];
2207                 r_refdef.stats.entities++;
2208                 if (ent->model && ent->model->DrawDepth != NULL)
2209                         ent->model->DrawDepth(ent);
2210         }
2211 }
2212
2213 static void R_DrawModelsDebug(void)
2214 {
2215         int i;
2216         entity_render_t *ent;
2217
2218         if (!r_drawentities.integer)
2219                 return;
2220
2221         for (i = 0;i < r_refdef.numentities;i++)
2222         {
2223                 if (!r_viewcache.entityvisible[i])
2224                         continue;
2225                 ent = r_refdef.entities[i];
2226                 r_refdef.stats.entities++;
2227                 if (ent->model && ent->model->DrawDebug != NULL)
2228                         ent->model->DrawDebug(ent);
2229         }
2230 }
2231
2232 static void R_DrawModelsAddWaterPlanes(void)
2233 {
2234         int i;
2235         entity_render_t *ent;
2236
2237         if (!r_drawentities.integer)
2238                 return;
2239
2240         for (i = 0;i < r_refdef.numentities;i++)
2241         {
2242                 if (!r_viewcache.entityvisible[i])
2243                         continue;
2244                 ent = r_refdef.entities[i];
2245                 r_refdef.stats.entities++;
2246                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2247                         ent->model->DrawAddWaterPlanes(ent);
2248         }
2249 }
2250
2251 static void R_View_SetFrustum(void)
2252 {
2253         int i;
2254         double slopex, slopey;
2255
2256         // break apart the view matrix into vectors for various purposes
2257         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2258         VectorNegate(r_view.left, r_view.right);
2259
2260 #if 0
2261         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2262         r_view.frustum[0].normal[1] = 0 - 0;
2263         r_view.frustum[0].normal[2] = -1 - 0;
2264         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2265         r_view.frustum[1].normal[1] = 0 + 0;
2266         r_view.frustum[1].normal[2] = -1 + 0;
2267         r_view.frustum[2].normal[0] = 0 - 0;
2268         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2269         r_view.frustum[2].normal[2] = -1 - 0;
2270         r_view.frustum[3].normal[0] = 0 + 0;
2271         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2272         r_view.frustum[3].normal[2] = -1 + 0;
2273 #endif
2274
2275 #if 0
2276         zNear = r_refdef.nearclip;
2277         nudge = 1.0 - 1.0 / (1<<23);
2278         r_view.frustum[4].normal[0] = 0 - 0;
2279         r_view.frustum[4].normal[1] = 0 - 0;
2280         r_view.frustum[4].normal[2] = -1 - -nudge;
2281         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2282         r_view.frustum[5].normal[0] = 0 + 0;
2283         r_view.frustum[5].normal[1] = 0 + 0;
2284         r_view.frustum[5].normal[2] = -1 + -nudge;
2285         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2286 #endif
2287
2288
2289
2290 #if 0
2291         r_view.frustum[0].normal[0] = m[3] - m[0];
2292         r_view.frustum[0].normal[1] = m[7] - m[4];
2293         r_view.frustum[0].normal[2] = m[11] - m[8];
2294         r_view.frustum[0].dist = m[15] - m[12];
2295
2296         r_view.frustum[1].normal[0] = m[3] + m[0];
2297         r_view.frustum[1].normal[1] = m[7] + m[4];
2298         r_view.frustum[1].normal[2] = m[11] + m[8];
2299         r_view.frustum[1].dist = m[15] + m[12];
2300
2301         r_view.frustum[2].normal[0] = m[3] - m[1];
2302         r_view.frustum[2].normal[1] = m[7] - m[5];
2303         r_view.frustum[2].normal[2] = m[11] - m[9];
2304         r_view.frustum[2].dist = m[15] - m[13];
2305
2306         r_view.frustum[3].normal[0] = m[3] + m[1];
2307         r_view.frustum[3].normal[1] = m[7] + m[5];
2308         r_view.frustum[3].normal[2] = m[11] + m[9];
2309         r_view.frustum[3].dist = m[15] + m[13];
2310
2311         r_view.frustum[4].normal[0] = m[3] - m[2];
2312         r_view.frustum[4].normal[1] = m[7] - m[6];
2313         r_view.frustum[4].normal[2] = m[11] - m[10];
2314         r_view.frustum[4].dist = m[15] - m[14];
2315
2316         r_view.frustum[5].normal[0] = m[3] + m[2];
2317         r_view.frustum[5].normal[1] = m[7] + m[6];
2318         r_view.frustum[5].normal[2] = m[11] + m[10];
2319         r_view.frustum[5].dist = m[15] + m[14];
2320 #endif
2321
2322         if (r_view.useperspective)
2323         {
2324                 slopex = 1.0 / r_view.frustum_x;
2325                 slopey = 1.0 / r_view.frustum_y;
2326                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2327                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2328                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2329                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2330                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2331                 
2332                 // Leaving those out was a mistake, those were in the old code, and they
2333                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2334                 // I couldn't reproduce it after adding those normalizations. --blub
2335                 VectorNormalize(r_view.frustum[0].normal);
2336                 VectorNormalize(r_view.frustum[1].normal);
2337                 VectorNormalize(r_view.frustum[2].normal);
2338                 VectorNormalize(r_view.frustum[3].normal);
2339
2340                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2341                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2342                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2343                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2344                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2345
2346                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2347                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2348                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2349                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2350                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2351         }
2352         else
2353         {
2354                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2355                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2356                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2357                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2358                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2359                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2360                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2361                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2362                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2363                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2364         }
2365         r_view.numfrustumplanes = 5;
2366
2367         if (r_view.useclipplane)
2368         {
2369                 r_view.numfrustumplanes = 6;
2370                 r_view.frustum[5] = r_view.clipplane;
2371         }
2372
2373         for (i = 0;i < r_view.numfrustumplanes;i++)
2374                 PlaneClassify(r_view.frustum + i);
2375
2376         // LordHavoc: note to all quake engine coders, Quake had a special case
2377         // for 90 degrees which assumed a square view (wrong), so I removed it,
2378         // Quake2 has it disabled as well.
2379
2380         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2381         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2382         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2383         //PlaneClassify(&frustum[0]);
2384
2385         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2386         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2387         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2388         //PlaneClassify(&frustum[1]);
2389
2390         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2391         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2392         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2393         //PlaneClassify(&frustum[2]);
2394
2395         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2396         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2397         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2398         //PlaneClassify(&frustum[3]);
2399
2400         // nearclip plane
2401         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2402         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2403         //PlaneClassify(&frustum[4]);
2404 }
2405
2406 void R_View_Update(void)
2407 {
2408         R_View_SetFrustum();
2409         R_View_WorldVisibility(r_view.useclipplane);
2410         R_View_UpdateEntityVisible();
2411 }
2412
2413 void R_SetupView(void)
2414 {
2415         if (!r_view.useperspective)
2416                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2417         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2418                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2419         else
2420                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2421
2422         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2423
2424         if (r_view.useclipplane)
2425         {
2426                 // LordHavoc: couldn't figure out how to make this approach the
2427                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2428                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2429                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2430                         dist = r_view.clipplane.dist;
2431                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2432         }
2433 }
2434
2435 void R_ResetViewRendering2D(void)
2436 {
2437         if (gl_support_fragment_shader)
2438         {
2439                 qglUseProgramObjectARB(0);CHECKGLERROR
2440         }
2441
2442         DrawQ_Finish();
2443
2444         // GL is weird because it's bottom to top, r_view.y is top to bottom
2445         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2446         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2447         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2448         GL_Color(1, 1, 1, 1);
2449         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2450         GL_BlendFunc(GL_ONE, GL_ZERO);
2451         GL_AlphaTest(false);
2452         GL_ScissorTest(false);
2453         GL_DepthMask(false);
2454         GL_DepthRange(0, 1);
2455         GL_DepthTest(false);
2456         R_Mesh_Matrix(&identitymatrix);
2457         R_Mesh_ResetTextureState();
2458         GL_PolygonOffset(0, 0);
2459         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2460         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2461         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2462         qglStencilMask(~0);CHECKGLERROR
2463         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2464         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2465         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2466 }
2467
2468 void R_ResetViewRendering3D(void)
2469 {
2470         if (gl_support_fragment_shader)
2471         {
2472                 qglUseProgramObjectARB(0);CHECKGLERROR
2473         }
2474
2475         DrawQ_Finish();
2476
2477         // GL is weird because it's bottom to top, r_view.y is top to bottom
2478         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2479         R_SetupView();
2480         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2481         GL_Color(1, 1, 1, 1);
2482         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2483         GL_BlendFunc(GL_ONE, GL_ZERO);
2484         GL_AlphaTest(false);
2485         GL_ScissorTest(true);
2486         GL_DepthMask(true);
2487         GL_DepthRange(0, 1);
2488         GL_DepthTest(true);
2489         R_Mesh_Matrix(&identitymatrix);
2490         R_Mesh_ResetTextureState();
2491         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2492         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2493         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2494         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2495         qglStencilMask(~0);CHECKGLERROR
2496         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2497         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2498         GL_CullFace(r_view.cullface_back);
2499 }
2500
2501 /*
2502         R_Bloom_SetupShader(
2503 "// bloom shader\n"
2504 "// written by Forest 'LordHavoc' Hale\n"
2505 "\n"
2506 "// common definitions between vertex shader and fragment shader:\n"
2507 "\n"
2508 "#ifdef __GLSL_CG_DATA_TYPES\n"
2509 "#define myhalf half\n"
2510 "#define myhvec2 hvec2\n"
2511 "#define myhvec3 hvec3\n"
2512 "#define myhvec4 hvec4\n"
2513 "#else\n"
2514 "#define myhalf float\n"
2515 "#define myhvec2 vec2\n"
2516 "#define myhvec3 vec3\n"
2517 "#define myhvec4 vec4\n"
2518 "#endif\n"
2519 "\n"
2520 "varying vec2 ScreenTexCoord;\n"
2521 "varying vec2 BloomTexCoord;\n"
2522 "\n"
2523 "\n"
2524 "\n"
2525 "\n"
2526 "// vertex shader specific:\n"
2527 "#ifdef VERTEX_SHADER\n"
2528 "\n"
2529 "void main(void)\n"
2530 "{\n"
2531 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2532 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2533 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2534 "       // rendering\n"
2535 "       gl_Position = ftransform();\n"
2536 "}\n"
2537 "\n"
2538 "#endif // VERTEX_SHADER\n"
2539 "\n"
2540 "\n"
2541 "\n"
2542 "\n"
2543 "// fragment shader specific:\n"
2544 "#ifdef FRAGMENT_SHADER\n"
2545 "\n"
2546 "void main(void)\n"
2547 "{\n"
2548 "       int x, y;
2549 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2550 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2551 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2552 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2553 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2554 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2555
2556 "       gl_FragColor = vec4(color);\n"
2557 "}\n"
2558 "\n"
2559 "#endif // FRAGMENT_SHADER\n"
2560 */
2561
2562 void R_RenderScene(qboolean addwaterplanes);
2563
2564 static void R_Water_StartFrame(void)
2565 {
2566         int i;
2567         int waterwidth, waterheight, texturewidth, textureheight;
2568         r_waterstate_waterplane_t *p;
2569
2570         // set waterwidth and waterheight to the water resolution that will be
2571         // used (often less than the screen resolution for faster rendering)
2572         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2573         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2574
2575         // calculate desired texture sizes
2576         // can't use water if the card does not support the texture size
2577         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2578                 texturewidth = textureheight = waterwidth = waterheight = 0;
2579         else if (gl_support_arb_texture_non_power_of_two)
2580         {
2581                 texturewidth = waterwidth;
2582                 textureheight = waterheight;
2583         }
2584         else
2585         {
2586                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2587                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2588         }
2589
2590         // allocate textures as needed
2591         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2592         {
2593                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2594                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2595                 {
2596                         if (p->texture_refraction)
2597                                 R_FreeTexture(p->texture_refraction);
2598                         p->texture_refraction = NULL;
2599                         if (p->texture_reflection)
2600                                 R_FreeTexture(p->texture_reflection);
2601                         p->texture_reflection = NULL;
2602                 }
2603                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2604                 r_waterstate.waterwidth = waterwidth;
2605                 r_waterstate.waterheight = waterheight;
2606                 r_waterstate.texturewidth = texturewidth;
2607                 r_waterstate.textureheight = textureheight;
2608         }
2609
2610         if (r_waterstate.waterwidth)
2611         {
2612                 r_waterstate.enabled = true;
2613
2614                 // set up variables that will be used in shader setup
2615                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2616                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2617                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2618                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2619         }
2620
2621         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2622         r_waterstate.numwaterplanes = 0;
2623 }
2624
2625 static void R_Water_AddWaterPlane(msurface_t *surface)
2626 {
2627         int triangleindex, planeindex;
2628         const int *e;
2629         vec_t f;
2630         vec3_t vert[3];
2631         vec3_t normal;
2632         vec3_t center;
2633         r_waterstate_waterplane_t *p;
2634         // just use the first triangle with a valid normal for any decisions
2635         VectorClear(normal);
2636         VectorClear(center);
2637         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2638         {
2639                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2640                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2641                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2642                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2643                 if (VectorLength2(normal) >= 0.001)
2644                         break;
2645         }
2646         // now find the center of this surface
2647         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2648         {
2649                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2650                 VectorAdd(center, vert[0], center);
2651         }
2652         f = 1.0 / surface->num_triangles*3;
2653         VectorScale(center, f, center);
2654
2655         // find a matching plane if there is one
2656         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2657                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2658                         break;
2659         if (planeindex >= r_waterstate.maxwaterplanes)
2660                 return; // nothing we can do, out of planes
2661
2662         // if this triangle does not fit any known plane rendered this frame, add one
2663         if (planeindex >= r_waterstate.numwaterplanes)
2664         {
2665                 // store the new plane
2666                 r_waterstate.numwaterplanes++;
2667                 VectorCopy(normal, p->plane.normal);
2668                 VectorNormalize(p->plane.normal);
2669                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2670                 PlaneClassify(&p->plane);
2671                 // flip the plane if it does not face the viewer
2672                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2673                 {
2674                         VectorNegate(p->plane.normal, p->plane.normal);
2675                         p->plane.dist *= -1;
2676                         PlaneClassify(&p->plane);
2677                 }
2678                 // clear materialflags and pvs
2679                 p->materialflags = 0;
2680                 p->pvsvalid = false;
2681         }
2682         // merge this surface's materialflags into the waterplane
2683         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2684         // merge this surface's PVS into the waterplane
2685         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2686         {
2687                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2688                 p->pvsvalid = true;
2689         }
2690 }
2691
2692 static void R_Water_ProcessPlanes(void)
2693 {
2694         r_view_t originalview;
2695         int planeindex;
2696         r_waterstate_waterplane_t *p;
2697
2698         originalview = r_view;
2699
2700         // make sure enough textures are allocated
2701         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2702         {
2703                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2704                 {
2705                         if (!p->texture_refraction)
2706                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2707                         if (!p->texture_refraction)
2708                                 goto error;
2709                 }
2710
2711                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2712                 {
2713                         if (!p->texture_reflection)
2714                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2715                         if (!p->texture_reflection)
2716                                 goto error;
2717                 }
2718         }
2719
2720         // render views
2721         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2722         {
2723                 r_view.showdebug = false;
2724                 r_view.width = r_waterstate.waterwidth;
2725                 r_view.height = r_waterstate.waterheight;
2726                 r_view.useclipplane = true;
2727                 r_waterstate.renderingscene = true;
2728
2729                 // render the normal view scene and copy into texture
2730                 // (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)
2731                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2732                 {
2733                         r_view.clipplane = p->plane;
2734                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2735                         r_view.clipplane.dist = -r_view.clipplane.dist;
2736                         PlaneClassify(&r_view.clipplane);
2737
2738                         R_RenderScene(false);
2739
2740                         // copy view into the screen texture
2741                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2742                         GL_ActiveTexture(0);
2743                         CHECKGLERROR
2744                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2745                 }
2746
2747                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2748                 {
2749                         // render reflected scene and copy into texture
2750                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2751                         r_view.clipplane = p->plane;
2752                         // reverse the cullface settings for this render
2753                         r_view.cullface_front = GL_FRONT;
2754                         r_view.cullface_back = GL_BACK;
2755                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2756                         {
2757                                 r_view.usecustompvs = true;
2758                                 if (p->pvsvalid)
2759                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2760                                 else
2761                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2762                         }
2763
2764                         R_ResetViewRendering3D();
2765                         R_ClearScreen();
2766
2767                         R_RenderScene(false);
2768
2769                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2770                         GL_ActiveTexture(0);
2771                         CHECKGLERROR
2772                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2773
2774                         R_ResetViewRendering3D();
2775                         R_ClearScreen();
2776                 }
2777
2778                 r_view = originalview;
2779                 r_waterstate.renderingscene = false;
2780         }
2781         return;
2782 error:
2783         r_view = originalview;
2784         r_waterstate.renderingscene = false;
2785         Cvar_SetValueQuick(&r_water, 0);
2786         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2787         return;
2788 }
2789
2790 void R_Bloom_StartFrame(void)
2791 {
2792         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2793
2794         // set bloomwidth and bloomheight to the bloom resolution that will be
2795         // used (often less than the screen resolution for faster rendering)
2796         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2797         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2798         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2799
2800         // calculate desired texture sizes
2801         if (gl_support_arb_texture_non_power_of_two)
2802         {
2803                 screentexturewidth = r_view.width;
2804                 screentextureheight = r_view.height;
2805                 bloomtexturewidth = r_bloomstate.bloomwidth;
2806                 bloomtextureheight = r_bloomstate.bloomheight;
2807         }
2808         else
2809         {
2810                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2811                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2812                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2813                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2814         }
2815
2816         if (r_hdr.integer)
2817         {
2818                 screentexturewidth = screentextureheight = 0;
2819         }
2820         else if (r_bloom.integer)
2821         {
2822         }
2823         else
2824         {
2825                 screentexturewidth = screentextureheight = 0;
2826                 bloomtexturewidth = bloomtextureheight = 0;
2827         }
2828
2829         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2830         {
2831                 // can't use bloom if the parameters are too weird
2832                 // can't use bloom if the card does not support the texture size
2833                 if (r_bloomstate.texture_screen)
2834                         R_FreeTexture(r_bloomstate.texture_screen);
2835                 if (r_bloomstate.texture_bloom)
2836                         R_FreeTexture(r_bloomstate.texture_bloom);
2837                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2838                 return;
2839         }
2840
2841         r_bloomstate.enabled = true;
2842         r_bloomstate.hdr = r_hdr.integer != 0;
2843
2844         // allocate textures as needed
2845         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2846         {
2847                 if (r_bloomstate.texture_screen)
2848                         R_FreeTexture(r_bloomstate.texture_screen);
2849                 r_bloomstate.texture_screen = NULL;
2850                 r_bloomstate.screentexturewidth = screentexturewidth;
2851                 r_bloomstate.screentextureheight = screentextureheight;
2852                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2853                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2854         }
2855         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2856         {
2857                 if (r_bloomstate.texture_bloom)
2858                         R_FreeTexture(r_bloomstate.texture_bloom);
2859                 r_bloomstate.texture_bloom = NULL;
2860                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2861                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2862                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2863                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2864         }
2865
2866         // set up a texcoord array for the full resolution screen image
2867         // (we have to keep this around to copy back during final render)
2868         r_bloomstate.screentexcoord2f[0] = 0;
2869         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2870         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2871         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2872         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2873         r_bloomstate.screentexcoord2f[5] = 0;
2874         r_bloomstate.screentexcoord2f[6] = 0;
2875         r_bloomstate.screentexcoord2f[7] = 0;
2876
2877         // set up a texcoord array for the reduced resolution bloom image
2878         // (which will be additive blended over the screen image)
2879         r_bloomstate.bloomtexcoord2f[0] = 0;
2880         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2881         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2882         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2883         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2884         r_bloomstate.bloomtexcoord2f[5] = 0;
2885         r_bloomstate.bloomtexcoord2f[6] = 0;
2886         r_bloomstate.bloomtexcoord2f[7] = 0;
2887 }
2888
2889 void R_Bloom_CopyScreenTexture(float colorscale)
2890 {
2891         r_refdef.stats.bloom++;
2892
2893         R_ResetViewRendering2D();
2894         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2895         R_Mesh_ColorPointer(NULL, 0, 0);
2896         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2897         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2898
2899         // copy view into the screen texture
2900         GL_ActiveTexture(0);
2901         CHECKGLERROR
2902         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2903         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2904
2905         // now scale it down to the bloom texture size
2906         CHECKGLERROR
2907         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2908         GL_BlendFunc(GL_ONE, GL_ZERO);
2909         GL_Color(colorscale, colorscale, colorscale, 1);
2910         // TODO: optimize with multitexture or GLSL
2911         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2912         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2913
2914         // we now have a bloom image in the framebuffer
2915         // copy it into the bloom image texture for later processing
2916         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2917         GL_ActiveTexture(0);
2918         CHECKGLERROR
2919         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2920         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2921 }
2922
2923 void R_Bloom_CopyHDRTexture(void)
2924 {
2925         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2926         GL_ActiveTexture(0);
2927         CHECKGLERROR
2928         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2929         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2930 }
2931
2932 void R_Bloom_MakeTexture(void)
2933 {
2934         int x, range, dir;
2935         float xoffset, yoffset, r, brighten;
2936
2937         r_refdef.stats.bloom++;
2938
2939         R_ResetViewRendering2D();
2940         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2941         R_Mesh_ColorPointer(NULL, 0, 0);
2942
2943         // we have a bloom image in the framebuffer
2944         CHECKGLERROR
2945         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2946
2947         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2948         {
2949                 x *= 2;
2950                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2951                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2952                 GL_Color(r, r, r, 1);
2953                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2954                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2955                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2956                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2957
2958                 // copy the vertically blurred bloom view to a texture
2959                 GL_ActiveTexture(0);
2960                 CHECKGLERROR
2961                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2962                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2963         }
2964
2965         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2966         brighten = r_bloom_brighten.value;
2967         if (r_hdr.integer)
2968                 brighten *= r_hdr_range.value;
2969         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2970         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2971
2972         for (dir = 0;dir < 2;dir++)
2973         {
2974                 // blend on at multiple vertical offsets to achieve a vertical blur
2975                 // TODO: do offset blends using GLSL
2976                 GL_BlendFunc(GL_ONE, GL_ZERO);
2977                 for (x = -range;x <= range;x++)
2978                 {
2979                         if (!dir){xoffset = 0;yoffset = x;}
2980                         else {xoffset = x;yoffset = 0;}
2981                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2982                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2983                         // compute a texcoord array with the specified x and y offset
2984                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2985                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2986                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2987                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2988                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2989                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2990                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2991                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2992                         // this r value looks like a 'dot' particle, fading sharply to
2993                         // black at the edges
2994                         // (probably not realistic but looks good enough)
2995                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2996                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2997                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2998                         GL_Color(r, r, r, 1);
2999                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3000                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3001                         GL_BlendFunc(GL_ONE, GL_ONE);
3002                 }
3003
3004                 // copy the vertically blurred bloom view to a texture
3005                 GL_ActiveTexture(0);
3006                 CHECKGLERROR
3007                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3008                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3009         }
3010
3011         // apply subtract last
3012         // (just like it would be in a GLSL shader)
3013         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3014         {
3015                 GL_BlendFunc(GL_ONE, GL_ZERO);
3016                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3017                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3018                 GL_Color(1, 1, 1, 1);
3019                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3020                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3021
3022                 GL_BlendFunc(GL_ONE, GL_ONE);
3023                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3024                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3025                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3026                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3027                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3028                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3029                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3030
3031                 // copy the darkened bloom view to a texture
3032                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3033                 GL_ActiveTexture(0);
3034                 CHECKGLERROR
3035                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3036                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3037         }
3038 }
3039
3040 void R_HDR_RenderBloomTexture(void)
3041 {
3042         int oldwidth, oldheight;
3043
3044         oldwidth = r_view.width;
3045         oldheight = r_view.height;
3046         r_view.width = r_bloomstate.bloomwidth;
3047         r_view.height = r_bloomstate.bloomheight;
3048
3049         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3050         // TODO: add exposure compensation features
3051         // TODO: add fp16 framebuffer support
3052
3053         r_view.showdebug = false;
3054         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3055         if (r_hdr.integer)
3056                 r_view.colorscale /= r_hdr_range.value;
3057         r_waterstate.numwaterplanes = 0;
3058         R_RenderScene(r_waterstate.enabled);
3059         r_view.showdebug = true;
3060
3061         R_ResetViewRendering2D();
3062
3063         R_Bloom_CopyHDRTexture();
3064         R_Bloom_MakeTexture();
3065
3066         R_ResetViewRendering3D();
3067
3068         R_ClearScreen();
3069         if (r_timereport_active)
3070                 R_TimeReport("clear");
3071
3072
3073         // restore the view settings
3074         r_view.width = oldwidth;
3075         r_view.height = oldheight;
3076 }
3077
3078 static void R_BlendView(void)
3079 {
3080         if (r_bloomstate.enabled && r_bloomstate.hdr)
3081         {
3082                 // render high dynamic range bloom effect
3083                 // the bloom texture was made earlier this render, so we just need to
3084                 // blend it onto the screen...
3085                 R_ResetViewRendering2D();
3086                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3087                 R_Mesh_ColorPointer(NULL, 0, 0);
3088                 GL_Color(1, 1, 1, 1);
3089                 GL_BlendFunc(GL_ONE, GL_ONE);
3090                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3091                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3092                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3093                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3094         }
3095         else if (r_bloomstate.enabled)
3096         {
3097                 // render simple bloom effect
3098                 // copy the screen and shrink it and darken it for the bloom process
3099                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3100                 // make the bloom texture
3101                 R_Bloom_MakeTexture();
3102                 // put the original screen image back in place and blend the bloom
3103                 // texture on it
3104                 R_ResetViewRendering2D();
3105                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3106                 R_Mesh_ColorPointer(NULL, 0, 0);
3107                 GL_Color(1, 1, 1, 1);
3108                 GL_BlendFunc(GL_ONE, GL_ZERO);
3109                 // do both in one pass if possible
3110                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3111                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3112                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3113                 {
3114                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3115                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3116                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3117                 }
3118                 else
3119                 {
3120                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3121                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3122                         // now blend on the bloom texture
3123                         GL_BlendFunc(GL_ONE, GL_ONE);
3124                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3125                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3126                 }
3127                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3128                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3129         }
3130         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3131         {
3132                 // apply a color tint to the whole view
3133                 R_ResetViewRendering2D();
3134                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3135                 R_Mesh_ColorPointer(NULL, 0, 0);
3136                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3137                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3138                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3139         }
3140 }
3141
3142 void R_RenderScene(qboolean addwaterplanes);
3143
3144 matrix4x4_t r_waterscrollmatrix;
3145
3146 void R_UpdateVariables(void)
3147 {
3148         R_Textures_Frame();
3149
3150         r_refdef.farclip = 4096;
3151         if (r_refdef.worldmodel)
3152                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3153         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3154
3155         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3156                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3157         r_refdef.polygonfactor = 0;
3158         r_refdef.polygonoffset = 0;
3159         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3160         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3161
3162         r_refdef.rtworld = r_shadow_realtime_world.integer;
3163         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3164         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3165         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3166         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3167         if (r_showsurfaces.integer)
3168         {
3169                 r_refdef.rtworld = false;
3170                 r_refdef.rtworldshadows = false;
3171                 r_refdef.rtdlight = false;
3172                 r_refdef.rtdlightshadows = false;
3173                 r_refdef.lightmapintensity = 0;
3174         }
3175
3176         if (gamemode == GAME_NEHAHRA)
3177         {
3178                 if (gl_fogenable.integer)
3179                 {
3180                         r_refdef.oldgl_fogenable = true;
3181                         r_refdef.fog_density = gl_fogdensity.value;
3182                         r_refdef.fog_red = gl_fogred.value;
3183                         r_refdef.fog_green = gl_foggreen.value;
3184                         r_refdef.fog_blue = gl_fogblue.value;
3185                 }
3186                 else if (r_refdef.oldgl_fogenable)
3187                 {
3188                         r_refdef.oldgl_fogenable = false;
3189                         r_refdef.fog_density = 0;
3190                         r_refdef.fog_red = 0;
3191                         r_refdef.fog_green = 0;
3192                         r_refdef.fog_blue = 0;
3193                 }
3194         }
3195         if (r_refdef.fog_density)
3196         {
3197                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
3198                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3199                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3200         }
3201         if (r_refdef.fog_density)
3202         {
3203                 r_refdef.fogenabled = true;
3204                 // this is the point where the fog reaches 0.9986 alpha, which we
3205                 // consider a good enough cutoff point for the texture
3206                 // (0.9986 * 256 == 255.6)
3207                 r_refdef.fogrange = 400 / r_refdef.fog_density;
3208                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3209                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3210                 // fog color was already set
3211         }
3212         else
3213                 r_refdef.fogenabled = false;
3214 }
3215
3216 /*
3217 ================
3218 R_RenderView
3219 ================
3220 */
3221 void R_RenderView(void)
3222 {
3223         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3224                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3225
3226         R_Shadow_UpdateWorldLightSelection();
3227
3228         R_Bloom_StartFrame();
3229         R_Water_StartFrame();
3230
3231         CHECKGLERROR
3232         if (r_timereport_active)
3233                 R_TimeReport("setup");
3234
3235         R_ResetViewRendering3D();
3236
3237         R_ClearScreen();
3238         if (r_timereport_active)
3239                 R_TimeReport("clear");
3240
3241         r_view.showdebug = true;
3242
3243         // this produces a bloom texture to be used in R_BlendView() later
3244         if (r_hdr.integer)
3245                 R_HDR_RenderBloomTexture();
3246
3247         r_view.colorscale = r_hdr_scenebrightness.value;
3248         r_waterstate.numwaterplanes = 0;
3249         R_RenderScene(r_waterstate.enabled);
3250
3251         R_BlendView();
3252         if (r_timereport_active)
3253                 R_TimeReport("blendview");
3254
3255         GL_Scissor(0, 0, vid.width, vid.height);
3256         GL_ScissorTest(false);
3257         CHECKGLERROR
3258 }
3259
3260 extern void R_DrawLightningBeams (void);
3261 extern void VM_CL_AddPolygonsToMeshQueue (void);
3262 extern void R_DrawPortals (void);
3263 extern cvar_t cl_locs_show;
3264 static void R_DrawLocs(void);
3265 static void R_DrawEntityBBoxes(void);
3266 void R_RenderScene(qboolean addwaterplanes)
3267 {
3268         if (addwaterplanes)
3269         {
3270                 R_ResetViewRendering3D();
3271
3272                 R_View_Update();
3273                 if (r_timereport_active)
3274                         R_TimeReport("watervis");
3275
3276                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3277                 {
3278                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3279                         if (r_timereport_active)
3280                                 R_TimeReport("waterworld");
3281                 }
3282
3283                 // don't let sound skip if going slow
3284                 if (r_refdef.extraupdate)
3285                         S_ExtraUpdate ();
3286
3287                 R_DrawModelsAddWaterPlanes();
3288                 if (r_timereport_active)
3289                         R_TimeReport("watermodels");
3290
3291                 R_Water_ProcessPlanes();
3292                 if (r_timereport_active)
3293                         R_TimeReport("waterscenes");
3294         }
3295
3296         R_ResetViewRendering3D();
3297
3298         // don't let sound skip if going slow
3299         if (r_refdef.extraupdate)
3300                 S_ExtraUpdate ();
3301
3302         R_MeshQueue_BeginScene();
3303
3304         R_SkyStartFrame();
3305
3306         R_View_Update();
3307         if (r_timereport_active)
3308                 R_TimeReport("visibility");
3309
3310         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3311
3312         if (cl.csqc_vidvars.drawworld)
3313         {
3314                 // don't let sound skip if going slow
3315                 if (r_refdef.extraupdate)
3316                         S_ExtraUpdate ();
3317
3318                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3319                 {
3320                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3321                         if (r_timereport_active)
3322                                 R_TimeReport("worldsky");
3323                 }
3324
3325                 if (R_DrawBrushModelsSky() && r_timereport_active)
3326                         R_TimeReport("bmodelsky");
3327         }
3328
3329         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3330         {
3331                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3332                 if (r_timereport_active)
3333                         R_TimeReport("worlddepth");
3334         }
3335         if (r_depthfirst.integer >= 2)
3336         {
3337                 R_DrawModelsDepth();
3338                 if (r_timereport_active)
3339                         R_TimeReport("modeldepth");
3340         }
3341
3342         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3343         {
3344                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3345                 if (r_timereport_active)
3346                         R_TimeReport("world");
3347         }
3348
3349         // don't let sound skip if going slow
3350         if (r_refdef.extraupdate)
3351                 S_ExtraUpdate ();
3352
3353         R_DrawModels();
3354         if (r_timereport_active)
3355                 R_TimeReport("models");
3356
3357         // don't let sound skip if going slow
3358         if (r_refdef.extraupdate)
3359                 S_ExtraUpdate ();
3360
3361         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3362         {
3363                 R_DrawModelShadows();
3364
3365                 R_ResetViewRendering3D();
3366
3367                 // don't let sound skip if going slow
3368                 if (r_refdef.extraupdate)
3369                         S_ExtraUpdate ();
3370         }
3371
3372         R_ShadowVolumeLighting(false);
3373         if (r_timereport_active)
3374                 R_TimeReport("rtlights");
3375
3376         // don't let sound skip if going slow
3377         if (r_refdef.extraupdate)
3378                 S_ExtraUpdate ();
3379
3380         if (cl.csqc_vidvars.drawworld)
3381         {
3382                 R_DrawLightningBeams();
3383                 if (r_timereport_active)
3384                         R_TimeReport("lightning");
3385
3386                 R_DrawParticles();
3387                 if (r_timereport_active)
3388                         R_TimeReport("particles");
3389
3390                 R_DrawExplosions();
3391                 if (r_timereport_active)
3392                         R_TimeReport("explosions");
3393         }
3394
3395         if (gl_support_fragment_shader)
3396         {
3397                 qglUseProgramObjectARB(0);CHECKGLERROR
3398         }
3399         VM_CL_AddPolygonsToMeshQueue();
3400
3401         if (r_view.showdebug)
3402         {
3403                 if (cl_locs_show.integer)
3404                 {
3405                         R_DrawLocs();
3406                         if (r_timereport_active)
3407                                 R_TimeReport("showlocs");
3408                 }
3409
3410                 if (r_drawportals.integer)
3411                 {
3412                         R_DrawPortals();
3413                         if (r_timereport_active)
3414                                 R_TimeReport("portals");
3415                 }
3416
3417                 if (r_showbboxes.value > 0)
3418                 {
3419                         R_DrawEntityBBoxes();
3420                         if (r_timereport_active)
3421                                 R_TimeReport("bboxes");
3422                 }
3423         }
3424
3425         if (gl_support_fragment_shader)
3426         {
3427                 qglUseProgramObjectARB(0);CHECKGLERROR
3428         }
3429         R_MeshQueue_RenderTransparent();
3430         if (r_timereport_active)
3431                 R_TimeReport("drawtrans");
3432
3433         if (gl_support_fragment_shader)
3434         {
3435                 qglUseProgramObjectARB(0);CHECKGLERROR
3436         }
3437
3438         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3439         {
3440                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3441                 if (r_timereport_active)
3442                         R_TimeReport("worlddebug");
3443                 R_DrawModelsDebug();
3444                 if (r_timereport_active)
3445                         R_TimeReport("modeldebug");
3446         }
3447
3448         if (gl_support_fragment_shader)
3449         {
3450                 qglUseProgramObjectARB(0);CHECKGLERROR
3451         }
3452
3453         if (cl.csqc_vidvars.drawworld)
3454         {
3455                 R_DrawCoronas();
3456                 if (r_timereport_active)
3457                         R_TimeReport("coronas");
3458         }
3459
3460         // don't let sound skip if going slow
3461         if (r_refdef.extraupdate)
3462                 S_ExtraUpdate ();
3463
3464         R_ResetViewRendering2D();
3465 }
3466
3467 static const int bboxelements[36] =
3468 {
3469         5, 1, 3, 5, 3, 7,
3470         6, 2, 0, 6, 0, 4,
3471         7, 3, 2, 7, 2, 6,
3472         4, 0, 1, 4, 1, 5,
3473         4, 5, 7, 4, 7, 6,
3474         1, 0, 2, 1, 2, 3,
3475 };
3476
3477 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3478 {
3479         int i;
3480         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3481         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3482         GL_DepthMask(false);
3483         GL_DepthRange(0, 1);
3484         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3485         R_Mesh_Matrix(&identitymatrix);
3486         R_Mesh_ResetTextureState();
3487
3488         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3489         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3490         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3491         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3492         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3493         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3494         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3495         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3496         R_FillColors(color4f, 8, cr, cg, cb, ca);
3497         if (r_refdef.fogenabled)
3498         {
3499                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3500                 {
3501                         f1 = FogPoint_World(v);
3502                         f2 = 1 - f1;
3503                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3504                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3505                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3506                 }
3507         }
3508         R_Mesh_VertexPointer(vertex3f, 0, 0);
3509         R_Mesh_ColorPointer(color4f, 0, 0);
3510         R_Mesh_ResetTextureState();
3511         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3512 }
3513
3514 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3515 {
3516         int i;
3517         float color[4];
3518         prvm_edict_t *edict;
3519         // this function draws bounding boxes of server entities
3520         if (!sv.active)
3521                 return;
3522         SV_VM_Begin();
3523         for (i = 0;i < numsurfaces;i++)
3524         {
3525                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3526                 switch ((int)edict->fields.server->solid)
3527                 {
3528                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3529                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3530                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3531                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3532                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3533                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3534                 }
3535                 color[3] *= r_showbboxes.value;
3536                 color[3] = bound(0, color[3], 1);
3537                 GL_DepthTest(!r_showdisabledepthtest.integer);
3538                 GL_CullFace(r_view.cullface_front);
3539                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3540         }
3541         SV_VM_End();
3542 }
3543
3544 static void R_DrawEntityBBoxes(void)
3545 {
3546         int i;
3547         prvm_edict_t *edict;
3548         vec3_t center;
3549         // this function draws bounding boxes of server entities
3550         if (!sv.active)
3551                 return;
3552         SV_VM_Begin();
3553         for (i = 0;i < prog->num_edicts;i++)
3554         {
3555                 edict = PRVM_EDICT_NUM(i);
3556                 if (edict->priv.server->free)
3557                         continue;
3558                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3559                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3560         }
3561         SV_VM_End();
3562 }
3563
3564 int nomodelelements[24] =
3565 {
3566         5, 2, 0,
3567         5, 1, 2,
3568         5, 0, 3,
3569         5, 3, 1,
3570         0, 2, 4,
3571         2, 1, 4,
3572         3, 0, 4,
3573         1, 3, 4
3574 };
3575
3576 float nomodelvertex3f[6*3] =
3577 {
3578         -16,   0,   0,
3579          16,   0,   0,
3580           0, -16,   0,
3581           0,  16,   0,
3582           0,   0, -16,
3583           0,   0,  16
3584 };
3585
3586 float nomodelcolor4f[6*4] =
3587 {
3588         0.0f, 0.0f, 0.5f, 1.0f,
3589         0.0f, 0.0f, 0.5f, 1.0f,
3590         0.0f, 0.5f, 0.0f, 1.0f,
3591         0.0f, 0.5f, 0.0f, 1.0f,
3592         0.5f, 0.0f, 0.0f, 1.0f,
3593         0.5f, 0.0f, 0.0f, 1.0f
3594 };
3595
3596 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3597 {
3598         int i;
3599         float f1, f2, *c;
3600         float color4f[6*4];
3601         // this is only called once per entity so numsurfaces is always 1, and
3602         // surfacelist is always {0}, so this code does not handle batches
3603         R_Mesh_Matrix(&ent->matrix);
3604
3605         if (ent->flags & EF_ADDITIVE)
3606         {
3607                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3608                 GL_DepthMask(false);
3609         }
3610         else if (ent->alpha < 1)
3611         {
3612                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3613                 GL_DepthMask(false);
3614         }
3615         else
3616         {
3617                 GL_BlendFunc(GL_ONE, GL_ZERO);
3618                 GL_DepthMask(true);
3619         }
3620         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3621         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3622         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3623         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3624         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3625         if (r_refdef.fogenabled)
3626         {
3627                 vec3_t org;
3628                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3629                 R_Mesh_ColorPointer(color4f, 0, 0);
3630                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3631                 f1 = FogPoint_World(org);
3632                 f2 = 1 - f1;
3633                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3634                 {
3635                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3636                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3637                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3638                         c[3] *= ent->alpha;
3639                 }
3640         }
3641         else if (ent->alpha != 1)
3642         {
3643                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3644                 R_Mesh_ColorPointer(color4f, 0, 0);
3645                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3646                         c[3] *= ent->alpha;
3647         }
3648         else
3649                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3650         R_Mesh_ResetTextureState();
3651         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3652 }
3653
3654 void R_DrawNoModel(entity_render_t *ent)
3655 {
3656         vec3_t org;
3657         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3658         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3659                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3660         //else
3661         //      R_DrawNoModelCallback(ent, 0);
3662 }
3663
3664 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3665 {
3666         vec3_t right1, right2, diff, normal;
3667
3668         VectorSubtract (org2, org1, normal);
3669
3670         // calculate 'right' vector for start
3671         VectorSubtract (r_view.origin, org1, diff);
3672         CrossProduct (normal, diff, right1);
3673         VectorNormalize (right1);
3674
3675         // calculate 'right' vector for end
3676         VectorSubtract (r_view.origin, org2, diff);
3677         CrossProduct (normal, diff, right2);
3678         VectorNormalize (right2);
3679
3680         vert[ 0] = org1[0] + width * right1[0];
3681         vert[ 1] = org1[1] + width * right1[1];
3682         vert[ 2] = org1[2] + width * right1[2];
3683         vert[ 3] = org1[0] - width * right1[0];
3684         vert[ 4] = org1[1] - width * right1[1];
3685         vert[ 5] = org1[2] - width * right1[2];
3686         vert[ 6] = org2[0] - width * right2[0];
3687         vert[ 7] = org2[1] - width * right2[1];
3688         vert[ 8] = org2[2] - width * right2[2];
3689         vert[ 9] = org2[0] + width * right2[0];
3690         vert[10] = org2[1] + width * right2[1];
3691         vert[11] = org2[2] + width * right2[2];
3692 }
3693
3694 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3695
3696 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)
3697 {
3698         float fog = 1.0f;
3699         float vertex3f[12];
3700
3701         if (r_refdef.fogenabled)
3702                 fog = FogPoint_World(origin);
3703
3704         R_Mesh_Matrix(&identitymatrix);
3705         GL_BlendFunc(blendfunc1, blendfunc2);
3706
3707         if(v_flipped_state)
3708         {
3709                 scalex1 = -scalex1;
3710                 scalex2 = -scalex2;
3711                 GL_CullFace(r_view.cullface_front);
3712         }
3713         else
3714                 GL_CullFace(r_view.cullface_back);
3715
3716         GL_DepthMask(false);
3717         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3718         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3719         GL_DepthTest(!depthdisable);
3720
3721         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3722         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3723         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3724         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3725         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3726         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3727         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3728         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3729         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3730         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3731         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3732         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3733
3734         R_Mesh_VertexPointer(vertex3f, 0, 0);
3735         R_Mesh_ColorPointer(NULL, 0, 0);
3736         R_Mesh_ResetTextureState();
3737         R_Mesh_TexBind(0, R_GetTexture(texture));
3738         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3739         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3740         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3741         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3742
3743         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3744         {
3745                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3746                 GL_BlendFunc(blendfunc1, GL_ONE);
3747                 fog = 1 - fog;
3748                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3749                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3750         }
3751 }
3752
3753 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3754 {
3755         int i;
3756         float *vertex3f;
3757         float v[3];
3758         VectorSet(v, x, y, z);
3759         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3760                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3761                         break;
3762         if (i == mesh->numvertices)
3763         {
3764                 if (mesh->numvertices < mesh->maxvertices)
3765                 {
3766                         VectorCopy(v, vertex3f);
3767                         mesh->numvertices++;
3768                 }
3769                 return mesh->numvertices;
3770         }
3771         else
3772                 return i;
3773 }
3774
3775 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3776 {
3777         int i;
3778         int *e, element[3];
3779         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3780         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3781         e = mesh->element3i + mesh->numtriangles * 3;
3782         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3783         {
3784                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3785                 if (mesh->numtriangles < mesh->maxtriangles)
3786                 {
3787                         *e++ = element[0];
3788                         *e++ = element[1];
3789                         *e++ = element[2];
3790                         mesh->numtriangles++;
3791                 }
3792                 element[1] = element[2];
3793         }
3794 }
3795
3796 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3797 {
3798         int i;
3799         int *e, element[3];
3800         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3801         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3802         e = mesh->element3i + mesh->numtriangles * 3;
3803         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3804         {
3805                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3806                 if (mesh->numtriangles < mesh->maxtriangles)
3807                 {
3808                         *e++ = element[0];
3809                         *e++ = element[1];
3810                         *e++ = element[2];
3811                         mesh->numtriangles++;
3812                 }
3813                 element[1] = element[2];
3814         }
3815 }
3816
3817 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3818 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3819 {
3820         int planenum, planenum2;
3821         int w;
3822         int tempnumpoints;
3823         mplane_t *plane, *plane2;
3824         double maxdist;
3825         double temppoints[2][256*3];
3826         // figure out how large a bounding box we need to properly compute this brush
3827         maxdist = 0;
3828         for (w = 0;w < numplanes;w++)
3829                 maxdist = max(maxdist, planes[w].dist);
3830         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3831         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3832         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3833         {
3834                 w = 0;
3835                 tempnumpoints = 4;
3836                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3837                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3838                 {
3839                         if (planenum2 == planenum)
3840                                 continue;
3841                         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);
3842                         w = !w;
3843                 }
3844                 if (tempnumpoints < 3)
3845                         continue;
3846                 // generate elements forming a triangle fan for this polygon
3847                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3848         }
3849 }
3850
3851 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)
3852 {
3853         texturelayer_t *layer;
3854         layer = t->currentlayers + t->currentnumlayers++;
3855         layer->type = type;
3856         layer->depthmask = depthmask;
3857         layer->blendfunc1 = blendfunc1;
3858         layer->blendfunc2 = blendfunc2;
3859         layer->texture = texture;
3860         layer->texmatrix = *matrix;
3861         layer->color[0] = r * r_view.colorscale;
3862         layer->color[1] = g * r_view.colorscale;
3863         layer->color[2] = b * r_view.colorscale;
3864         layer->color[3] = a;
3865 }
3866
3867 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3868 {
3869         double index, f;
3870         index = parms[2] + r_refdef.time * parms[3];
3871         index -= floor(index);
3872         switch (func)
3873         {
3874         default:
3875         case Q3WAVEFUNC_NONE:
3876         case Q3WAVEFUNC_NOISE:
3877         case Q3WAVEFUNC_COUNT:
3878                 f = 0;
3879                 break;
3880         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3881         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3882         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3883         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3884         case Q3WAVEFUNC_TRIANGLE:
3885                 index *= 4;
3886                 f = index - floor(index);
3887                 if (index < 1)
3888                         f = f;
3889                 else if (index < 2)
3890                         f = 1 - f;
3891                 else if (index < 3)
3892                         f = -f;
3893                 else
3894                         f = -(1 - f);
3895                 break;
3896         }
3897         return (float)(parms[0] + parms[1] * f);
3898 }
3899
3900 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3901 {
3902         int i;
3903         model_t *model = ent->model;
3904         float f;
3905         float tcmat[12];
3906         q3shaderinfo_layer_tcmod_t *tcmod;
3907
3908         // switch to an alternate material if this is a q1bsp animated material
3909         {
3910                 texture_t *texture = t;
3911                 int s = ent->skinnum;
3912                 if ((unsigned int)s >= (unsigned int)model->numskins)
3913                         s = 0;
3914                 if (model->skinscenes)
3915                 {
3916                         if (model->skinscenes[s].framecount > 1)
3917                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3918                         else
3919                                 s = model->skinscenes[s].firstframe;
3920                 }
3921                 if (s > 0)
3922                         t = t + s * model->num_surfaces;
3923                 if (t->animated)
3924                 {
3925                         // use an alternate animation if the entity's frame is not 0,
3926                         // and only if the texture has an alternate animation
3927                         if (ent->frame2 != 0 && t->anim_total[1])
3928                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3929                         else
3930                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3931                 }
3932                 texture->currentframe = t;
3933         }
3934
3935         // update currentskinframe to be a qw skin or animation frame
3936         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3937         {
3938                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3939                 {
3940                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3941                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3942                         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);
3943                 }
3944                 t->currentskinframe = r_qwskincache_skinframe[i];
3945                 if (t->currentskinframe == NULL)
3946                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3947         }
3948         else if (t->numskinframes >= 2)
3949                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3950         if (t->backgroundnumskinframes >= 2)
3951                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3952
3953         t->currentmaterialflags = t->basematerialflags;
3954         t->currentalpha = ent->alpha;
3955         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3956         {
3957                 t->currentalpha *= r_wateralpha.value;
3958                 /*
3959                  * FIXME what is this supposed to do?
3960                 // if rendering refraction/reflection, disable transparency
3961                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
3962                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
3963                 */
3964         }
3965         if(!r_waterstate.enabled)
3966                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
3967         if (!(ent->flags & RENDER_LIGHT))
3968                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3969         if (ent->effects & EF_ADDITIVE)
3970                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3971         else if (t->currentalpha < 1)
3972                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3973         if (ent->effects & EF_DOUBLESIDED)
3974                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3975         if (ent->effects & EF_NODEPTHTEST)
3976                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3977         if (ent->flags & RENDER_VIEWMODEL)
3978                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3979         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3980                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3981
3982         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3983         {
3984                 matrix4x4_t matrix;
3985                 switch(tcmod->tcmod)
3986                 {
3987                 case Q3TCMOD_COUNT:
3988                 case Q3TCMOD_NONE:
3989                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3990                                 matrix = r_waterscrollmatrix;
3991                         else
3992                                 matrix = identitymatrix;
3993                         break;
3994                 case Q3TCMOD_ENTITYTRANSLATE:
3995                         // this is used in Q3 to allow the gamecode to control texcoord
3996                         // scrolling on the entity, which is not supported in darkplaces yet.
3997                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3998                         break;
3999                 case Q3TCMOD_ROTATE:
4000                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4001                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4002                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4003                         break;
4004                 case Q3TCMOD_SCALE:
4005                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4006                         break;
4007                 case Q3TCMOD_SCROLL:
4008                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4009                         break;
4010                 case Q3TCMOD_STRETCH:
4011                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4012                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4013                         break;
4014                 case Q3TCMOD_TRANSFORM:
4015                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4016                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4017                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4018                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4019                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4020                         break;
4021                 case Q3TCMOD_TURBULENT:
4022                         // this is handled in the RSurf_PrepareVertices function
4023                         matrix = identitymatrix;
4024                         break;
4025                 }
4026                 // either replace or concatenate the transformation
4027                 if (i < 1)
4028                         t->currenttexmatrix = matrix;
4029                 else
4030                 {
4031                         matrix4x4_t temp = t->currenttexmatrix;
4032                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4033                 }
4034         }
4035
4036         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4037         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4038         t->glosstexture = r_texture_black;
4039         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4040         t->backgroundglosstexture = r_texture_black;
4041         t->specularpower = r_shadow_glossexponent.value;
4042         // TODO: store reference values for these in the texture?
4043         t->specularscale = 0;
4044         if (r_shadow_gloss.integer > 0)
4045         {
4046                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4047                 {
4048                         if (r_shadow_glossintensity.value > 0)
4049                         {
4050                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4051                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4052                                 t->specularscale = r_shadow_glossintensity.value;
4053                         }
4054                 }
4055                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4056                 {
4057                         t->glosstexture = r_texture_white;
4058                         t->backgroundglosstexture = r_texture_white;
4059                         t->specularscale = r_shadow_gloss2intensity.value;
4060                 }
4061         }
4062
4063         // lightmaps mode looks bad with dlights using actual texturing, so turn
4064         // off the colormap and glossmap, but leave the normalmap on as it still
4065         // accurately represents the shading involved
4066         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4067         {
4068                 t->basetexture = r_texture_white;
4069                 t->specularscale = 0;
4070         }
4071
4072         t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4073         t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4074         // submodels are biased to avoid z-fighting with world surfaces that they
4075         // may be exactly overlapping (avoids z-fighting artifacts on certain
4076         // doors and things in Quake maps)
4077         if (ent->model->brush.submodel)
4078         {
4079                 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4080                 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4081         }
4082
4083         VectorClear(t->dlightcolor);
4084         t->currentnumlayers = 0;
4085         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4086         {
4087                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4088                 {
4089                         int blendfunc1, blendfunc2, depthmask;
4090                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4091                         {
4092                                 blendfunc1 = GL_SRC_ALPHA;
4093                                 blendfunc2 = GL_ONE;
4094                         }
4095                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4096                         {
4097                                 blendfunc1 = GL_SRC_ALPHA;
4098                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4099                         }
4100                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4101                         {
4102                                 blendfunc1 = t->customblendfunc[0];
4103                                 blendfunc2 = t->customblendfunc[1];
4104                         }
4105                         else
4106                         {
4107                                 blendfunc1 = GL_ONE;
4108                                 blendfunc2 = GL_ZERO;
4109                         }
4110                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4111                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4112                         {
4113                                 rtexture_t *currentbasetexture;
4114                                 int layerflags = 0;
4115                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4116                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4117                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4118                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4119                                 {
4120                                         // fullbright is not affected by r_refdef.lightmapintensity
4121                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4122                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4123                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4124                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4125                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4126                                 }
4127                                 else
4128                                 {
4129                                         float colorscale;
4130                                         // set the color tint used for lights affecting this surface
4131                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4132                                         colorscale = 2;
4133                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4134                                         // would normally be baked into the lightmap must be
4135                                         // applied to the color
4136                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4137                                         if (ent->model->type == mod_brushq3)
4138                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
4139                                         colorscale *= r_refdef.lightmapintensity;
4140                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4141                                         if (r_ambient.value >= (1.0f/64.0f))
4142                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4143                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4144                                         {
4145                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
4146                                                 if (r_ambient.value >= (1.0f/64.0f))
4147                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4148                                         }
4149                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4150                                         {
4151                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4152                                                 if (r_ambient.value >= (1.0f/64.0f))
4153                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4154                                         }
4155                                 }
4156                                 if (t->currentskinframe->glow != NULL)
4157                                         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->currentalpha);
4158                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4159                                 {
4160                                         // if this is opaque use alpha blend which will darken the earlier
4161                                         // passes cheaply.
4162                                         //
4163                                         // if this is an alpha blended material, all the earlier passes
4164                                         // were darkened by fog already, so we only need to add the fog
4165                                         // color ontop through the fog mask texture
4166                                         //
4167                                         // if this is an additive blended material, all the earlier passes
4168                                         // were darkened by fog already, and we should not add fog color
4169                                         // (because the background was not darkened, there is no fog color
4170                                         // that was lost behind it).
4171                                         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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4172                                 }
4173                         }
4174                 }
4175         }
4176 }
4177
4178 void R_UpdateAllTextureInfo(entity_render_t *ent)
4179 {
4180         int i;
4181         if (ent->model)
4182                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4183                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4184 }
4185
4186 rsurfacestate_t rsurface;
4187
4188 void R_Mesh_ResizeArrays(int newvertices)
4189 {
4190         float *base;
4191         if (rsurface.array_size >= newvertices)
4192                 return;
4193         if (rsurface.array_modelvertex3f)
4194                 Mem_Free(rsurface.array_modelvertex3f);
4195         rsurface.array_size = (newvertices + 1023) & ~1023;
4196         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4197         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4198         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4199         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4200         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4201         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4202         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4203         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4204         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4205         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4206         rsurface.array_color4f           = base + rsurface.array_size * 27;
4207         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4208 }
4209
4210 void RSurf_CleanUp(void)
4211 {
4212         CHECKGLERROR
4213         if (rsurface.mode == RSURFMODE_GLSL)
4214         {
4215                 qglUseProgramObjectARB(0);CHECKGLERROR
4216         }
4217         GL_AlphaTest(false);
4218         rsurface.mode = RSURFMODE_NONE;
4219         rsurface.uselightmaptexture = false;
4220         rsurface.texture = NULL;
4221 }
4222
4223 void RSurf_ActiveWorldEntity(void)
4224 {
4225         model_t *model = r_refdef.worldmodel;
4226         RSurf_CleanUp();
4227         if (rsurface.array_size < model->surfmesh.num_vertices)
4228                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4229         rsurface.matrix = identitymatrix;
4230         rsurface.inversematrix = identitymatrix;
4231         R_Mesh_Matrix(&identitymatrix);
4232         VectorCopy(r_view.origin, rsurface.modelorg);
4233         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4234         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4235         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4236         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4237         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4238         rsurface.frameblend[0].frame = 0;
4239         rsurface.frameblend[0].lerp = 1;
4240         rsurface.frameblend[1].frame = 0;
4241         rsurface.frameblend[1].lerp = 0;
4242         rsurface.frameblend[2].frame = 0;
4243         rsurface.frameblend[2].lerp = 0;
4244         rsurface.frameblend[3].frame = 0;
4245         rsurface.frameblend[3].lerp = 0;
4246         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4247         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4248         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4249         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4250         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4251         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4252         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4253         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4254         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4255         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4256         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4257         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4258         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4259         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4260         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4261         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4262         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4263         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4264         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4265         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4266         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4267         rsurface.modelelement3i = model->surfmesh.data_element3i;
4268         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4269         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4270         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4271         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4272         rsurface.modelsurfaces = model->data_surfaces;
4273         rsurface.generatedvertex = false;
4274         rsurface.vertex3f  = rsurface.modelvertex3f;
4275         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4276         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4277         rsurface.svector3f = rsurface.modelsvector3f;
4278         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4279         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4280         rsurface.tvector3f = rsurface.modeltvector3f;
4281         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4282         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4283         rsurface.normal3f  = rsurface.modelnormal3f;
4284         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4285         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4286         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4287 }
4288
4289 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4290 {
4291         model_t *model = ent->model;
4292         RSurf_CleanUp();
4293         if (rsurface.array_size < model->surfmesh.num_vertices)
4294                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4295         rsurface.matrix = ent->matrix;
4296         rsurface.inversematrix = ent->inversematrix;
4297         R_Mesh_Matrix(&rsurface.matrix);
4298         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4299         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4300         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4301         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4302         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4303         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4304         rsurface.frameblend[0] = ent->frameblend[0];
4305         rsurface.frameblend[1] = ent->frameblend[1];
4306         rsurface.frameblend[2] = ent->frameblend[2];
4307         rsurface.frameblend[3] = ent->frameblend[3];
4308         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4309         {
4310                 if (wanttangents)
4311                 {
4312                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4313                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4314                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4315                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4316                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4317                 }
4318                 else if (wantnormals)
4319                 {
4320                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4321                         rsurface.modelsvector3f = NULL;
4322                         rsurface.modeltvector3f = NULL;
4323                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4324                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4325                 }
4326                 else
4327                 {
4328                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4329                         rsurface.modelsvector3f = NULL;
4330                         rsurface.modeltvector3f = NULL;
4331                         rsurface.modelnormal3f = NULL;
4332                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4333                 }
4334                 rsurface.modelvertex3f_bufferobject = 0;
4335                 rsurface.modelvertex3f_bufferoffset = 0;
4336                 rsurface.modelsvector3f_bufferobject = 0;
4337                 rsurface.modelsvector3f_bufferoffset = 0;
4338                 rsurface.modeltvector3f_bufferobject = 0;
4339                 rsurface.modeltvector3f_bufferoffset = 0;
4340                 rsurface.modelnormal3f_bufferobject = 0;
4341                 rsurface.modelnormal3f_bufferoffset = 0;
4342                 rsurface.generatedvertex = true;
4343         }
4344         else
4345         {
4346                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4347                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4348                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4349                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4350                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4351                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4352                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4353                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4354                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4355                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4356                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4357                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4358                 rsurface.generatedvertex = false;
4359         }
4360         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4361         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4362         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4363         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4364         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4365         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4366         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4367         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4368         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4369         rsurface.modelelement3i = model->surfmesh.data_element3i;
4370         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4371         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4372         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4373         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4374         rsurface.modelsurfaces = model->data_surfaces;
4375         rsurface.vertex3f  = rsurface.modelvertex3f;
4376         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4377         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4378         rsurface.svector3f = rsurface.modelsvector3f;
4379         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4380         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4381         rsurface.tvector3f = rsurface.modeltvector3f;
4382         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4383         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4384         rsurface.normal3f  = rsurface.modelnormal3f;
4385         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4386         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4387         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4388 }
4389
4390 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4391 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4392 {
4393         int deformindex;
4394         int texturesurfaceindex;
4395         int i, j;
4396         float amplitude;
4397         float animpos;
4398         float scale;
4399         const float *v1, *in_tc;
4400         float *out_tc;
4401         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4402         float waveparms[4];
4403         q3shaderinfo_deform_t *deform;
4404         // 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
4405         if (rsurface.generatedvertex)
4406         {
4407                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4408                         generatenormals = true;
4409                 for (i = 0;i < Q3MAXDEFORMS;i++)
4410                 {
4411                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4412                         {
4413                                 generatetangents = true;
4414                                 generatenormals = true;
4415                         }
4416                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4417                                 generatenormals = true;
4418                 }
4419                 if (generatenormals && !rsurface.modelnormal3f)
4420                 {
4421                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4422                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4423                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4424                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4425                 }
4426                 if (generatetangents && !rsurface.modelsvector3f)
4427                 {
4428                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4429                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4430                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4431                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4432                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4433                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4434                         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);
4435                 }
4436         }
4437         rsurface.vertex3f  = rsurface.modelvertex3f;
4438         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4439         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4440         rsurface.svector3f = rsurface.modelsvector3f;
4441         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4442         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4443         rsurface.tvector3f = rsurface.modeltvector3f;
4444         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4445         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4446         rsurface.normal3f  = rsurface.modelnormal3f;
4447         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4448         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4449         // if vertices are deformed (sprite flares and things in maps, possibly
4450         // water waves, bulges and other deformations), generate them into
4451         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4452         // (may be static model data or generated data for an animated model, or
4453         //  the previous deform pass)
4454         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4455         {
4456                 switch (deform->deform)
4457                 {
4458                 default:
4459                 case Q3DEFORM_PROJECTIONSHADOW:
4460                 case Q3DEFORM_TEXT0:
4461                 case Q3DEFORM_TEXT1:
4462                 case Q3DEFORM_TEXT2:
4463                 case Q3DEFORM_TEXT3:
4464                 case Q3DEFORM_TEXT4:
4465                 case Q3DEFORM_TEXT5:
4466                 case Q3DEFORM_TEXT6:
4467                 case Q3DEFORM_TEXT7:
4468                 case Q3DEFORM_NONE:
4469                         break;
4470                 case Q3DEFORM_AUTOSPRITE:
4471                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4472                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4473                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4474                         VectorNormalize(newforward);
4475                         VectorNormalize(newright);
4476                         VectorNormalize(newup);
4477                         // make deformed versions of only the model vertices used by the specified surfaces
4478                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4479                         {
4480                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4481                                 // a single autosprite surface can contain multiple sprites...
4482                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4483                                 {
4484                                         VectorClear(center);
4485                                         for (i = 0;i < 4;i++)
4486                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4487                                         VectorScale(center, 0.25f, center);
4488                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4489                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4490                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4491                                         for (i = 0;i < 4;i++)
4492                                         {
4493                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4494                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4495                                         }
4496                                 }
4497                                 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);
4498                                 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);
4499                         }
4500                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4501                         rsurface.vertex3f_bufferobject = 0;
4502                         rsurface.vertex3f_bufferoffset = 0;
4503                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4504                         rsurface.svector3f_bufferobject = 0;
4505                         rsurface.svector3f_bufferoffset = 0;
4506                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4507                         rsurface.tvector3f_bufferobject = 0;
4508                         rsurface.tvector3f_bufferoffset = 0;
4509                         rsurface.normal3f = rsurface.array_deformednormal3f;
4510                         rsurface.normal3f_bufferobject = 0;
4511                         rsurface.normal3f_bufferoffset = 0;
4512                         break;
4513                 case Q3DEFORM_AUTOSPRITE2:
4514                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4515                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4516                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4517                         VectorNormalize(newforward);
4518                         VectorNormalize(newright);
4519                         VectorNormalize(newup);
4520                         // make deformed versions of only the model vertices used by the specified surfaces
4521                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4522                         {
4523                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4524                                 const float *v1, *v2;
4525                                 vec3_t start, end;
4526                                 float f, l;
4527                                 struct
4528                                 {
4529                                         float length2;
4530                                         const float *v1;
4531                                         const float *v2;
4532                                 }
4533                                 shortest[2];
4534                                 memset(shortest, 0, sizeof(shortest));
4535                                 // a single autosprite surface can contain multiple sprites...
4536                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4537                                 {
4538                                         VectorClear(center);
4539                                         for (i = 0;i < 4;i++)
4540                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4541                                         VectorScale(center, 0.25f, center);
4542                                         // find the two shortest edges, then use them to define the
4543                                         // axis vectors for rotating around the central axis
4544                                         for (i = 0;i < 6;i++)
4545                                         {
4546                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4547                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4548 #if 0
4549                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4550                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4551                                                 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);
4552                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4553                                                 Debug_PolygonEnd();
4554 #endif
4555                                                 l = VectorDistance2(v1, v2);
4556                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4557                                                 if (v1[2] != v2[2])
4558                                                         l += (1.0f / 1024.0f);
4559                                                 if (shortest[0].length2 > l || i == 0)
4560                                                 {
4561                                                         shortest[1] = shortest[0];
4562                                                         shortest[0].length2 = l;
4563                                                         shortest[0].v1 = v1;
4564                                                         shortest[0].v2 = v2;
4565                                                 }
4566                                                 else if (shortest[1].length2 > l || i == 1)
4567                                                 {
4568                                                         shortest[1].length2 = l;
4569                                                         shortest[1].v1 = v1;
4570                                                         shortest[1].v2 = v2;
4571                                                 }
4572                                         }
4573                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4574                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4575 #if 0
4576                                         Debug_PolygonBegin(NULL, 0, false, 0);
4577                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4578                                         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);
4579                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4580                                         Debug_PolygonEnd();
4581 #endif
4582                                         // this calculates the right vector from the shortest edge
4583                                         // and the up vector from the edge midpoints
4584                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4585                                         VectorNormalize(right);
4586                                         VectorSubtract(end, start, up);
4587                                         VectorNormalize(up);
4588                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4589                                         //VectorSubtract(rsurface.modelorg, center, forward);
4590                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4591                                         VectorNegate(forward, forward);
4592                                         VectorReflect(forward, 0, up, forward);
4593                                         VectorNormalize(forward);
4594                                         CrossProduct(up, forward, newright);
4595                                         VectorNormalize(newright);
4596 #if 0
4597                                         Debug_PolygonBegin(NULL, 0, false, 0);
4598                                         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);
4599                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4600                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4601                                         Debug_PolygonEnd();
4602 #endif
4603 #if 0
4604                                         Debug_PolygonBegin(NULL, 0, false, 0);
4605                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4606                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4607                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4608                                         Debug_PolygonEnd();
4609 #endif
4610                                         // rotate the quad around the up axis vector, this is made
4611                                         // especially easy by the fact we know the quad is flat,
4612                                         // so we only have to subtract the center position and
4613                                         // measure distance along the right vector, and then
4614                                         // multiply that by the newright vector and add back the
4615                                         // center position
4616                                         // we also need to subtract the old position to undo the
4617                                         // displacement from the center, which we do with a
4618                                         // DotProduct, the subtraction/addition of center is also
4619                                         // optimized into DotProducts here
4620                                         l = DotProduct(right, center);
4621                                         for (i = 0;i < 4;i++)
4622                                         {
4623                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4624                                                 f = DotProduct(right, v1) - l;
4625                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4626                                         }
4627                                 }
4628                                 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);
4629                                 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);
4630                         }
4631                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4632                         rsurface.vertex3f_bufferobject = 0;
4633                         rsurface.vertex3f_bufferoffset = 0;
4634                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4635                         rsurface.svector3f_bufferobject = 0;
4636                         rsurface.svector3f_bufferoffset = 0;
4637                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4638                         rsurface.tvector3f_bufferobject = 0;
4639                         rsurface.tvector3f_bufferoffset = 0;
4640                         rsurface.normal3f = rsurface.array_deformednormal3f;
4641                         rsurface.normal3f_bufferobject = 0;
4642                         rsurface.normal3f_bufferoffset = 0;
4643                         break;
4644                 case Q3DEFORM_NORMAL:
4645                         // deform the normals to make reflections wavey
4646                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4647                         {
4648                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4649                                 for (j = 0;j < surface->num_vertices;j++)
4650                                 {
4651                                         float vertex[3];
4652                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4653                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4654                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4655                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4656                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4657                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4658                                         VectorNormalize(normal);
4659                                 }
4660                                 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);
4661                         }
4662                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4663                         rsurface.svector3f_bufferobject = 0;
4664                         rsurface.svector3f_bufferoffset = 0;
4665                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4666                         rsurface.tvector3f_bufferobject = 0;
4667                         rsurface.tvector3f_bufferoffset = 0;
4668                         rsurface.normal3f = rsurface.array_deformednormal3f;
4669                         rsurface.normal3f_bufferobject = 0;
4670                         rsurface.normal3f_bufferoffset = 0;
4671                         break;
4672                 case Q3DEFORM_WAVE:
4673                         // deform vertex array to make wavey water and flags and such
4674                         waveparms[0] = deform->waveparms[0];
4675                         waveparms[1] = deform->waveparms[1];
4676                         waveparms[2] = deform->waveparms[2];
4677                         waveparms[3] = deform->waveparms[3];
4678                         // this is how a divisor of vertex influence on deformation
4679                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4680                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4681                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4682                         {
4683                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4684                                 for (j = 0;j < surface->num_vertices;j++)
4685                                 {
4686                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4687                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4688                                         // if the wavefunc depends on time, evaluate it per-vertex
4689                                         if (waveparms[3])
4690                                         {
4691                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4692                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4693                                         }
4694                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4695                                 }
4696                         }
4697                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4698                         rsurface.vertex3f_bufferobject = 0;
4699                         rsurface.vertex3f_bufferoffset = 0;
4700                         break;
4701                 case Q3DEFORM_BULGE:
4702                         // deform vertex array to make the surface have moving bulges
4703                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4704                         {
4705                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4706                                 for (j = 0;j < surface->num_vertices;j++)
4707                                 {
4708                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4709                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4710                                 }
4711                         }
4712                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4713                         rsurface.vertex3f_bufferobject = 0;
4714                         rsurface.vertex3f_bufferoffset = 0;
4715                         break;
4716                 case Q3DEFORM_MOVE:
4717                         // deform vertex array
4718                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4719                         VectorScale(deform->parms, scale, waveparms);
4720                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4721                         {
4722                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4723                                 for (j = 0;j < surface->num_vertices;j++)
4724                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4725                         }
4726                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4727                         rsurface.vertex3f_bufferobject = 0;
4728                         rsurface.vertex3f_bufferoffset = 0;
4729                         break;
4730                 }
4731         }
4732         // generate texcoords based on the chosen texcoord source
4733         switch(rsurface.texture->tcgen.tcgen)
4734         {
4735         default:
4736         case Q3TCGEN_TEXTURE:
4737                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4738                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4739                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4740                 break;
4741         case Q3TCGEN_LIGHTMAP:
4742                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4743                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4744                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4745                 break;
4746         case Q3TCGEN_VECTOR:
4747                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4748                 {
4749                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4750                         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)
4751                         {
4752                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4753                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4754                         }
4755                 }
4756                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4757                 rsurface.texcoordtexture2f_bufferobject  = 0;
4758                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4759                 break;
4760         case Q3TCGEN_ENVIRONMENT:
4761                 // make environment reflections using a spheremap
4762                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4763                 {
4764                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4765                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4766                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4767                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4768                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4769                         {
4770                                 float l, d, eyedir[3];
4771                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4772                                 l = 0.5f / VectorLength(eyedir);
4773                                 d = DotProduct(normal, eyedir)*2;
4774                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4775                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4776                         }
4777                 }
4778                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4779                 rsurface.texcoordtexture2f_bufferobject  = 0;
4780                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4781                 break;
4782         }
4783         // the only tcmod that needs software vertex processing is turbulent, so
4784         // check for it here and apply the changes if needed
4785         // and we only support that as the first one
4786         // (handling a mixture of turbulent and other tcmods would be problematic
4787         //  without punting it entirely to a software path)
4788         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4789         {
4790                 amplitude = rsurface.texture->tcmods[0].parms[1];
4791                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4792                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4793                 {
4794                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4795                         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)
4796                         {
4797                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4798                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4799                         }
4800                 }
4801                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4802                 rsurface.texcoordtexture2f_bufferobject  = 0;
4803                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4804         }
4805         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4806         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4807         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4808         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4809 }
4810
4811 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4812 {
4813         int i, j;
4814         const msurface_t *surface = texturesurfacelist[0];
4815         const msurface_t *surface2;
4816         int firstvertex;
4817         int endvertex;
4818         int numvertices;
4819         int numtriangles;
4820         // TODO: lock all array ranges before render, rather than on each surface
4821         if (texturenumsurfaces == 1)
4822         {
4823                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4824                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4825         }
4826         else if (r_batchmode.integer == 2)
4827         {
4828                 #define MAXBATCHTRIANGLES 4096
4829                 int batchtriangles = 0;
4830                 int batchelements[MAXBATCHTRIANGLES*3];
4831                 for (i = 0;i < texturenumsurfaces;i = j)
4832                 {
4833                         surface = texturesurfacelist[i];
4834                         j = i + 1;
4835                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4836                         {
4837                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4838                                 continue;
4839                         }
4840                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4841                         batchtriangles = surface->num_triangles;
4842                         firstvertex = surface->num_firstvertex;
4843                         endvertex = surface->num_firstvertex + surface->num_vertices;
4844                         for (;j < texturenumsurfaces;j++)
4845                         {
4846                                 surface2 = texturesurfacelist[j];
4847                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4848                                         break;
4849                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4850                                 batchtriangles += surface2->num_triangles;
4851                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4852                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4853                         }
4854                         surface2 = texturesurfacelist[j-1];
4855                         numvertices = endvertex - firstvertex;
4856                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4857                 }
4858         }
4859         else if (r_batchmode.integer == 1)
4860         {
4861                 for (i = 0;i < texturenumsurfaces;i = j)
4862                 {
4863                         surface = texturesurfacelist[i];
4864                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4865                                 if (texturesurfacelist[j] != surface2)
4866                                         break;
4867                         surface2 = texturesurfacelist[j-1];
4868                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4869                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4870                         GL_LockArrays(surface->num_firstvertex, numvertices);
4871                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4872                 }
4873         }
4874         else
4875         {
4876                 for (i = 0;i < texturenumsurfaces;i++)
4877                 {
4878                         surface = texturesurfacelist[i];
4879                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4880                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4881                 }
4882         }
4883 }
4884
4885 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4886 {
4887         int i, planeindex, vertexindex;
4888         float d, bestd;
4889         vec3_t vert;
4890         const float *v;
4891         r_waterstate_waterplane_t *p, *bestp;
4892         msurface_t *surface;
4893         if (r_waterstate.renderingscene)
4894                 return;
4895         for (i = 0;i < texturenumsurfaces;i++)
4896         {
4897                 surface = texturesurfacelist[i];
4898                 if (lightmaptexunit >= 0)
4899                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4900                 if (deluxemaptexunit >= 0)
4901                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4902                 // pick the closest matching water plane
4903                 bestd = 0;
4904                 bestp = NULL;
4905                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4906                 {
4907                         d = 0;
4908                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
4909                         {
4910                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
4911                                 d += fabs(PlaneDiff(vert, &p->plane));
4912                         }
4913                         if (bestd > d || !bestp)
4914                         {
4915                                 bestd = d;
4916                                 bestp = p;
4917                         }
4918                 }
4919                 if (bestp)
4920                 {
4921                         if (refractiontexunit >= 0)
4922                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
4923                         if (reflectiontexunit >= 0)
4924                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
4925                 }
4926                 else
4927                 {
4928                         if (refractiontexunit >= 0)
4929                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
4930                         if (reflectiontexunit >= 0)
4931                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
4932                 }
4933                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4934                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4935         }
4936 }
4937
4938 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4939 {
4940         int i;
4941         int j;
4942         const msurface_t *surface = texturesurfacelist[0];
4943         const msurface_t *surface2;
4944         int firstvertex;
4945         int endvertex;
4946         int numvertices;
4947         int numtriangles;
4948         // TODO: lock all array ranges before render, rather than on each surface
4949         if (texturenumsurfaces == 1)
4950         {
4951                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4952                 if (deluxemaptexunit >= 0)
4953                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4954                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4955                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4956         }
4957         else if (r_batchmode.integer == 2)
4958         {
4959                 #define MAXBATCHTRIANGLES 4096
4960                 int batchtriangles = 0;
4961                 int batchelements[MAXBATCHTRIANGLES*3];
4962                 for (i = 0;i < texturenumsurfaces;i = j)
4963                 {
4964                         surface = texturesurfacelist[i];
4965                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4966                         if (deluxemaptexunit >= 0)
4967                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4968                         j = i + 1;
4969                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4970                         {
4971                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4972                                 continue;
4973                         }
4974                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4975                         batchtriangles = surface->num_triangles;
4976                         firstvertex = surface->num_firstvertex;
4977                         endvertex = surface->num_firstvertex + surface->num_vertices;
4978                         for (;j < texturenumsurfaces;j++)
4979                         {
4980                                 surface2 = texturesurfacelist[j];
4981                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4982                                         break;
4983                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4984                                 batchtriangles += surface2->num_triangles;
4985                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4986                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4987                         }
4988                         surface2 = texturesurfacelist[j-1];
4989                         numvertices = endvertex - firstvertex;
4990                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4991                 }
4992         }
4993         else if (r_batchmode.integer == 1)
4994         {
4995 #if 0
4996                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4997                 for (i = 0;i < texturenumsurfaces;i = j)
4998                 {
4999                         surface = texturesurfacelist[i];
5000                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5001                                 if (texturesurfacelist[j] != surface2)
5002                                         break;
5003                         Con_Printf(" %i", j - i);
5004                 }
5005                 Con_Printf("\n");
5006                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5007 #endif
5008                 for (i = 0;i < texturenumsurfaces;i = j)
5009                 {
5010                         surface = texturesurfacelist[i];
5011                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5012                         if (deluxemaptexunit >= 0)
5013                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5014                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5015                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5016                                         break;
5017 #if 0
5018                         Con_Printf(" %i", j - i);
5019 #endif
5020                         surface2 = texturesurfacelist[j-1];
5021                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5022                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5023                         GL_LockArrays(surface->num_firstvertex, numvertices);
5024                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5025                 }
5026 #if 0
5027                 Con_Printf("\n");
5028 #endif
5029         }
5030         else
5031         {
5032                 for (i = 0;i < texturenumsurfaces;i++)
5033                 {
5034                         surface = texturesurfacelist[i];
5035                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5036                         if (deluxemaptexunit >= 0)
5037                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5038                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5039                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5040                 }
5041         }
5042 }
5043
5044 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5045 {
5046         int j;
5047         int texturesurfaceindex;
5048         if (r_showsurfaces.integer == 2)
5049         {
5050                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5051                 {
5052                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5053                         for (j = 0;j < surface->num_triangles;j++)
5054                         {
5055                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5056                                 GL_Color(f, f, f, 1);
5057                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5058                         }
5059                 }
5060         }
5061         else
5062         {
5063                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5064                 {
5065                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5066                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5067                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5068                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5069                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5070                 }
5071         }
5072 }
5073
5074 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5075 {
5076         int texturesurfaceindex;
5077         int i;
5078         float f;
5079         float *v, *c, *c2;
5080         if (rsurface.lightmapcolor4f)
5081         {
5082                 // generate color arrays for the surfaces in this list
5083                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5084                 {
5085                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5086                         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)
5087                         {
5088                                 f = FogPoint_Model(v);
5089                                 c2[0] = c[0] * f;
5090                                 c2[1] = c[1] * f;
5091                                 c2[2] = c[2] * f;
5092                                 c2[3] = c[3];
5093                         }
5094                 }
5095         }
5096         else
5097         {
5098                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5099                 {
5100                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5101                         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)
5102                         {
5103                                 f = FogPoint_Model(v);
5104                                 c2[0] = f;
5105                                 c2[1] = f;
5106                                 c2[2] = f;
5107                                 c2[3] = 1;
5108                         }
5109                 }
5110         }
5111         rsurface.lightmapcolor4f = rsurface.array_color4f;
5112         rsurface.lightmapcolor4f_bufferobject = 0;
5113         rsurface.lightmapcolor4f_bufferoffset = 0;
5114 }
5115
5116 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5117 {
5118         int texturesurfaceindex;
5119         int i;
5120         float *c, *c2;
5121         if (!rsurface.lightmapcolor4f)
5122                 return;
5123         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5124         {
5125                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5126                 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)
5127                 {
5128                         c2[0] = c[0] * r;
5129                         c2[1] = c[1] * g;
5130                         c2[2] = c[2] * b;
5131                         c2[3] = c[3] * a;
5132                 }
5133         }
5134         rsurface.lightmapcolor4f = rsurface.array_color4f;
5135         rsurface.lightmapcolor4f_bufferobject = 0;
5136         rsurface.lightmapcolor4f_bufferoffset = 0;
5137 }
5138
5139 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5140 {
5141         // TODO: optimize
5142         rsurface.lightmapcolor4f = NULL;
5143         rsurface.lightmapcolor4f_bufferobject = 0;
5144         rsurface.lightmapcolor4f_bufferoffset = 0;
5145         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5146         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5147         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5148         GL_Color(r, g, b, a);
5149         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5150 }
5151
5152 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5153 {
5154         // TODO: optimize applyfog && applycolor case
5155         // just apply fog if necessary, and tint the fog color array if necessary
5156         rsurface.lightmapcolor4f = NULL;
5157         rsurface.lightmapcolor4f_bufferobject = 0;
5158         rsurface.lightmapcolor4f_bufferoffset = 0;
5159         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5160         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5161         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5162         GL_Color(r, g, b, a);
5163         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5164 }
5165
5166 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5167 {
5168         int texturesurfaceindex;
5169         int i;
5170         float *c;
5171         // TODO: optimize
5172         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5173         {
5174                 // generate color arrays for the surfaces in this list
5175                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5176                 {
5177                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5178                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5179                         {
5180                                 if (surface->lightmapinfo->samples)
5181                                 {
5182                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5183                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5184                                         VectorScale(lm, scale, c);
5185                                         if (surface->lightmapinfo->styles[1] != 255)
5186                                         {
5187                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5188                                                 lm += size3;
5189                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5190                                                 VectorMA(c, scale, lm, c);
5191                                                 if (surface->lightmapinfo->styles[2] != 255)
5192                                                 {
5193                                                         lm += size3;
5194                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5195                                                         VectorMA(c, scale, lm, c);
5196                                                         if (surface->lightmapinfo->styles[3] != 255)
5197                                                         {
5198                                                                 lm += size3;
5199                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5200                                                                 VectorMA(c, scale, lm, c);
5201                                                         }
5202                                                 }
5203                                         }
5204                                 }
5205                                 else
5206                                         VectorClear(c);
5207                                 c[3] = 1;
5208                         }
5209                 }
5210                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5211                 rsurface.lightmapcolor4f_bufferobject = 0;
5212                 rsurface.lightmapcolor4f_bufferoffset = 0;
5213         }
5214         else
5215         {
5216                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5217                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5218                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5219         }
5220         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5221         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5222         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5223         GL_Color(r, g, b, a);
5224         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5225 }
5226
5227 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5228 {
5229         int texturesurfaceindex;
5230         int i;
5231         float f;
5232         float *v, *c, *c2;
5233         vec3_t ambientcolor;
5234         vec3_t diffusecolor;
5235         vec3_t lightdir;
5236         // TODO: optimize
5237         // model lighting
5238         VectorCopy(rsurface.modellight_lightdir, lightdir);
5239         ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5240         ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5241         ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5242         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5243         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5244         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5245         if (VectorLength2(diffusecolor) > 0)
5246         {
5247                 // generate color arrays for the surfaces in this list
5248                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5249                 {
5250                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5251                         int numverts = surface->num_vertices;
5252                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5253                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5254                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5255                         // q3-style directional shading
5256                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5257                         {
5258                                 if ((f = DotProduct(c2, lightdir)) > 0)
5259                                         VectorMA(ambientcolor, f, diffusecolor, c);
5260                                 else
5261                                         VectorCopy(ambientcolor, c);
5262                                 c[3] = a;
5263                         }
5264                 }
5265                 r = 1;
5266                 g = 1;
5267                 b = 1;
5268                 a = 1;
5269                 applycolor = false;
5270                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5271                 rsurface.lightmapcolor4f_bufferobject = 0;
5272                 rsurface.lightmapcolor4f_bufferoffset = 0;
5273         }
5274         else
5275         {
5276                 r = ambientcolor[0];
5277                 g = ambientcolor[1];
5278                 b = ambientcolor[2];
5279                 rsurface.lightmapcolor4f = NULL;
5280                 rsurface.lightmapcolor4f_bufferobject = 0;
5281                 rsurface.lightmapcolor4f_bufferoffset = 0;
5282         }
5283         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5284         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5285         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5286         GL_Color(r, g, b, a);
5287         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5288 }
5289
5290 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5291 {
5292         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5293         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5294         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5295         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5296         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5297         {
5298                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5299                 GL_DepthMask(true);
5300                 GL_BlendFunc(GL_ONE, GL_ZERO);
5301                 R_Mesh_ColorPointer(NULL, 0, 0);
5302                 R_Mesh_ResetTextureState();
5303         }
5304         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5305         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5306 }
5307
5308 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5309 {
5310         // transparent sky would be ridiculous
5311         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5312                 return;
5313         if (rsurface.mode != RSURFMODE_SKY)
5314         {
5315                 if (rsurface.mode == RSURFMODE_GLSL)
5316                 {
5317                         qglUseProgramObjectARB(0);CHECKGLERROR
5318                 }
5319                 rsurface.mode = RSURFMODE_SKY;
5320         }
5321         if (skyrendernow)
5322         {
5323                 skyrendernow = false;
5324                 R_Sky();
5325                 // restore entity matrix
5326                 R_Mesh_Matrix(&rsurface.matrix);
5327         }
5328         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5329         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5330         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5331         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5332         GL_DepthMask(true);
5333         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5334         // skymasking on them, and Quake3 never did sky masking (unlike
5335         // software Quake and software Quake2), so disable the sky masking
5336         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5337         // and skymasking also looks very bad when noclipping outside the
5338         // level, so don't use it then either.
5339         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5340         {
5341                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5342                 R_Mesh_ColorPointer(NULL, 0, 0);
5343                 R_Mesh_ResetTextureState();
5344                 if (skyrendermasked)
5345                 {
5346                         // depth-only (masking)
5347                         GL_ColorMask(0,0,0,0);
5348                         // just to make sure that braindead drivers don't draw
5349                         // anything despite that colormask...
5350                         GL_BlendFunc(GL_ZERO, GL_ONE);
5351                 }
5352                 else
5353                 {
5354                         // fog sky
5355                         GL_BlendFunc(GL_ONE, GL_ZERO);
5356                 }
5357                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5358                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5359                 if (skyrendermasked)
5360                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5361         }
5362 }
5363
5364 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5365 {
5366         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5367                 return;
5368
5369         if (rsurface.mode != RSURFMODE_GLSL)
5370         {
5371                 rsurface.mode = RSURFMODE_GLSL;
5372                 R_Mesh_ResetTextureState();
5373         }
5374
5375         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5376         R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5377         R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5378         R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5379         R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5380         R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5381         R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5382         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5383         {
5384                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5385                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5386                 R_Mesh_ColorPointer(NULL, 0, 0);
5387         }
5388         else if (rsurface.uselightmaptexture)
5389         {
5390                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5391                 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5392                 R_Mesh_ColorPointer(NULL, 0, 0);
5393         }
5394         else
5395         {
5396                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5397                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5398                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5399         }
5400         R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5401         R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5402         R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5403
5404         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5405         {
5406                 // render background
5407                 GL_BlendFunc(GL_ONE, GL_ZERO);
5408                 GL_DepthMask(true);
5409                 GL_AlphaTest(false);
5410
5411                 GL_Color(1, 1, 1, 1);
5412                 R_Mesh_ColorPointer(NULL, 0, 0);
5413
5414                 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5415                 if (r_glsl_permutation)
5416                 {
5417                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5418                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5419                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5420                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5421                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5422                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5423                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5424                 }
5425
5426                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5427                 GL_DepthMask(false);
5428                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5429                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5430                 {
5431                         R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5432                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5433                         R_Mesh_ColorPointer(NULL, 0, 0);
5434                 }
5435                 else if (rsurface.uselightmaptexture)
5436                 {
5437                         R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5438                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5439                         R_Mesh_ColorPointer(NULL, 0, 0);
5440                 }
5441                 else
5442                 {
5443                         R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5444                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5445                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5446                 }
5447                 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5448                 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5449         }
5450
5451         R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5452         if (!r_glsl_permutation)
5453                 return;
5454
5455         if (rsurface.lightmode == 2)
5456                 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5457         else
5458                 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5459         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5460         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5461         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5462         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5463         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5464         GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5465
5466         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5467         {
5468                 GL_BlendFunc(GL_ONE, GL_ZERO);
5469                 GL_DepthMask(true);
5470                 GL_AlphaTest(false);
5471         }
5472
5473         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5474         {
5475                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5476                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5477                 else
5478                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5479         }
5480         else
5481         {
5482                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5483                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5484                 else
5485                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5486         }
5487         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5488         {
5489         }
5490 }
5491
5492 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5493 {
5494         // OpenGL 1.3 path - anything not completely ancient
5495         int texturesurfaceindex;
5496         qboolean applycolor;
5497         qboolean applyfog;
5498         rmeshstate_t m;
5499         int layerindex;
5500         const texturelayer_t *layer;
5501         if (rsurface.mode != RSURFMODE_MULTIPASS)
5502                 rsurface.mode = RSURFMODE_MULTIPASS;
5503         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5504
5505         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5506         {
5507                 vec4_t layercolor;
5508                 int layertexrgbscale;
5509                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5510                 {
5511                         if (layerindex == 0)
5512                                 GL_AlphaTest(true);
5513                         else
5514                         {
5515                                 GL_AlphaTest(false);
5516                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5517                         }
5518                 }
5519                 GL_DepthMask(layer->depthmask);
5520                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5521                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5522                 {
5523                         layertexrgbscale = 4;
5524                         VectorScale(layer->color, 0.25f, layercolor);
5525                 }
5526                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5527                 {
5528                         layertexrgbscale = 2;
5529                         VectorScale(layer->color, 0.5f, layercolor);
5530                 }
5531                 else
5532                 {
5533                         layertexrgbscale = 1;
5534                         VectorScale(layer->color, 1.0f, layercolor);
5535                 }
5536                 layercolor[3] = layer->color[3];
5537                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5538                 R_Mesh_ColorPointer(NULL, 0, 0);
5539                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5540                 switch (layer->type)
5541                 {
5542                 case TEXTURELAYERTYPE_LITTEXTURE:
5543                         memset(&m, 0, sizeof(m));
5544                         m.tex[0] = R_GetTexture(r_texture_white);
5545                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5546                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5547                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5548                         m.tex[1] = R_GetTexture(layer->texture);
5549                         m.texmatrix[1] = layer->texmatrix;
5550                         m.texrgbscale[1] = layertexrgbscale;
5551                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5552                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5553                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5554                         R_Mesh_TextureState(&m);
5555                         if (rsurface.lightmode == 2)
5556                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5557                         else if (rsurface.uselightmaptexture)
5558                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5559                         else
5560                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5561                         break;
5562                 case TEXTURELAYERTYPE_TEXTURE:
5563                         memset(&m, 0, sizeof(m));
5564                         m.tex[0] = R_GetTexture(layer->texture);
5565                         m.texmatrix[0] = layer->texmatrix;
5566                         m.texrgbscale[0] = layertexrgbscale;
5567                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5568                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5569                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5570                         R_Mesh_TextureState(&m);
5571                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5572                         break;
5573                 case TEXTURELAYERTYPE_FOG:
5574                         memset(&m, 0, sizeof(m));
5575                         m.texrgbscale[0] = layertexrgbscale;
5576                         if (layer->texture)
5577                         {
5578                                 m.tex[0] = R_GetTexture(layer->texture);
5579                                 m.texmatrix[0] = layer->texmatrix;
5580                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5581                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5582                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5583                         }
5584                         R_Mesh_TextureState(&m);
5585                         // generate a color array for the fog pass
5586                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5587                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5588                         {
5589                                 int i;
5590                                 float f, *v, *c;
5591                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5592                                 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)
5593                                 {
5594                                         f = 1 - FogPoint_Model(v);
5595                                         c[0] = layercolor[0];
5596                                         c[1] = layercolor[1];
5597                                         c[2] = layercolor[2];
5598                                         c[3] = f * layercolor[3];
5599                                 }
5600                         }
5601                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5602                         break;
5603                 default:
5604                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5605                 }
5606                 GL_LockArrays(0, 0);
5607         }
5608         CHECKGLERROR
5609         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5610         {
5611                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5612                 GL_AlphaTest(false);
5613         }
5614 }
5615
5616 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5617 {
5618         // OpenGL 1.1 - crusty old voodoo path
5619         int texturesurfaceindex;
5620         qboolean applyfog;
5621         rmeshstate_t m;
5622         int layerindex;
5623         const texturelayer_t *layer;
5624         if (rsurface.mode != RSURFMODE_MULTIPASS)
5625                 rsurface.mode = RSURFMODE_MULTIPASS;
5626         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5627
5628         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5629         {
5630                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5631                 {
5632                         if (layerindex == 0)
5633                                 GL_AlphaTest(true);
5634                         else
5635                         {
5636                                 GL_AlphaTest(false);
5637                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5638                         }
5639                 }
5640                 GL_DepthMask(layer->depthmask);
5641                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5642                 R_Mesh_ColorPointer(NULL, 0, 0);
5643                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5644                 switch (layer->type)
5645                 {
5646                 case TEXTURELAYERTYPE_LITTEXTURE:
5647                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5648                         {
5649                                 // two-pass lit texture with 2x rgbscale
5650                                 // first the lightmap pass
5651                                 memset(&m, 0, sizeof(m));
5652                                 m.tex[0] = R_GetTexture(r_texture_white);
5653                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5654                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5655                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5656                                 R_Mesh_TextureState(&m);
5657                                 if (rsurface.lightmode == 2)
5658                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5659                                 else if (rsurface.uselightmaptexture)
5660                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5661                                 else
5662                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5663                                 GL_LockArrays(0, 0);
5664                                 // then apply the texture to it
5665                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5666                                 memset(&m, 0, sizeof(m));
5667                                 m.tex[0] = R_GetTexture(layer->texture);
5668                                 m.texmatrix[0] = layer->texmatrix;
5669                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5670                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5671                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5672                                 R_Mesh_TextureState(&m);
5673                                 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);
5674                         }
5675                         else
5676                         {
5677                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5678                                 memset(&m, 0, sizeof(m));
5679                                 m.tex[0] = R_GetTexture(layer->texture);
5680                                 m.texmatrix[0] = layer->texmatrix;
5681                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5682                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5683                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5684                                 R_Mesh_TextureState(&m);
5685                                 if (rsurface.lightmode == 2)
5686                                         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);
5687                                 else
5688                                         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);
5689                         }
5690                         break;
5691                 case TEXTURELAYERTYPE_TEXTURE:
5692                         // singletexture unlit texture with transparency support
5693                         memset(&m, 0, sizeof(m));
5694                         m.tex[0] = R_GetTexture(layer->texture);
5695                         m.texmatrix[0] = layer->texmatrix;
5696                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5697                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5698                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5699                         R_Mesh_TextureState(&m);
5700                         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);
5701                         break;
5702                 case TEXTURELAYERTYPE_FOG:
5703                         // singletexture fogging
5704                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5705                         if (layer->texture)
5706                         {
5707                                 memset(&m, 0, sizeof(m));
5708                                 m.tex[0] = R_GetTexture(layer->texture);
5709                                 m.texmatrix[0] = layer->texmatrix;
5710                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5711                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5712                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5713                                 R_Mesh_TextureState(&m);
5714                         }
5715                         else
5716                                 R_Mesh_ResetTextureState();
5717                         // generate a color array for the fog pass
5718                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5719                         {
5720                                 int i;
5721                                 float f, *v, *c;
5722                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5723                                 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)
5724                                 {
5725                                         f = 1 - FogPoint_Model(v);
5726                                         c[0] = layer->color[0];
5727                                         c[1] = layer->color[1];
5728                                         c[2] = layer->color[2];
5729                                         c[3] = f * layer->color[3];
5730                                 }
5731                         }
5732                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5733                         break;
5734                 default:
5735                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5736                 }
5737                 GL_LockArrays(0, 0);
5738         }
5739         CHECKGLERROR
5740         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5741         {
5742                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5743                 GL_AlphaTest(false);
5744         }
5745 }
5746
5747 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5748 {
5749         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5750                 return;
5751         rsurface.rtlight = NULL;
5752         CHECKGLERROR
5753         if (depthonly)
5754         {
5755                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5756                         return;
5757                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5758                         return;
5759                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5760                         rsurface.mode = RSURFMODE_MULTIPASS;
5761                 if (r_depthfirst.integer == 3)
5762                 {
5763                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5764                         if (!r_view.showdebug)
5765                                 GL_Color(0, 0, 0, 1);
5766                         else
5767                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5768                 }
5769                 else
5770                 {
5771                         GL_ColorMask(0,0,0,0);
5772                         GL_Color(1,1,1,1);
5773                 }
5774                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5775                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5776                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5777                 GL_DepthTest(true);
5778                 GL_BlendFunc(GL_ONE, GL_ZERO);
5779                 GL_DepthMask(true);
5780                 GL_AlphaTest(false);
5781                 R_Mesh_ColorPointer(NULL, 0, 0);
5782                 R_Mesh_ResetTextureState();
5783                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5784                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5785                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5786                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5787         }
5788         else if (r_depthfirst.integer == 3)
5789                 return;
5790         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5791         {
5792                 GL_Color(0, 0, 0, 1);
5793                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5794         }
5795         else if (r_showsurfaces.integer)
5796         {
5797                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5798                         rsurface.mode = RSURFMODE_MULTIPASS;
5799                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5800                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5801                 GL_DepthTest(true);
5802                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5803                 GL_BlendFunc(GL_ONE, GL_ZERO);
5804                 GL_DepthMask(writedepth);
5805                 GL_Color(1,1,1,1);
5806                 GL_AlphaTest(false);
5807                 R_Mesh_ColorPointer(NULL, 0, 0);
5808                 R_Mesh_ResetTextureState();
5809                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5810                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5811                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5812         }
5813         else if (gl_lightmaps.integer)
5814         {
5815                 rmeshstate_t m;
5816                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5817                         rsurface.mode = RSURFMODE_MULTIPASS;
5818                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5819                 GL_DepthTest(true);
5820                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5821                 GL_BlendFunc(GL_ONE, GL_ZERO);
5822                 GL_DepthMask(writedepth);
5823                 GL_Color(1,1,1,1);
5824                 GL_AlphaTest(false);
5825                 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5826                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5827                 R_Mesh_ColorPointer(NULL, 0, 0);
5828                 memset(&m, 0, sizeof(m));
5829                 m.tex[0] = R_GetTexture(r_texture_white);
5830                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5831                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5832                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5833                 R_Mesh_TextureState(&m);
5834                 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
5835                 if (rsurface.lightmode == 2)
5836                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5837                 else if (rsurface.uselightmaptexture)
5838                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5839                 else
5840                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5841                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5842         }
5843         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5844         {
5845                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5846                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5847         }
5848         else if (rsurface.texture->currentnumlayers)
5849         {
5850                 // write depth for anything we skipped on the depth-only pass earlier
5851                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5852                         writedepth = true;
5853                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5854                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5855                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5856                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5857                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5858                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5859                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5860                 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5861                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5862                 if (r_glsl.integer && gl_support_fragment_shader)
5863                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5864                 else if (gl_combine.integer && r_textureunits.integer >= 2)
5865                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5866                 else
5867                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5868                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5869         }
5870         CHECKGLERROR
5871         GL_LockArrays(0, 0);
5872 }
5873
5874 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5875 {
5876         int i, j;
5877         int texturenumsurfaces, endsurface;
5878         texture_t *texture;
5879         msurface_t *surface;
5880         msurface_t *texturesurfacelist[1024];
5881
5882         // if the model is static it doesn't matter what value we give for
5883         // wantnormals and wanttangents, so this logic uses only rules applicable
5884         // to a model, knowing that they are meaningless otherwise
5885         if (ent == r_refdef.worldentity)
5886                 RSurf_ActiveWorldEntity();
5887         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5888                 RSurf_ActiveModelEntity(ent, false, false);
5889         else
5890                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5891
5892         for (i = 0;i < numsurfaces;i = j)
5893         {
5894                 j = i + 1;
5895                 surface = rsurface.modelsurfaces + surfacelist[i];
5896                 texture = surface->texture;
5897                 R_UpdateTextureInfo(ent, texture);
5898                 rsurface.texture = texture->currentframe;
5899                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5900                 // scan ahead until we find a different texture
5901                 endsurface = min(i + 1024, numsurfaces);
5902                 texturenumsurfaces = 0;
5903                 texturesurfacelist[texturenumsurfaces++] = surface;
5904                 for (;j < endsurface;j++)
5905                 {
5906                         surface = rsurface.modelsurfaces + surfacelist[j];
5907                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5908                                 break;
5909                         texturesurfacelist[texturenumsurfaces++] = surface;
5910                 }
5911                 // render the range of surfaces
5912                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5913         }
5914
5915         RSurf_CleanUp();
5916 }
5917
5918 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
5919 {
5920         int i, j;
5921         vec3_t tempcenter, center;
5922         texture_t *texture;
5923         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
5924         if (addwaterplanes)
5925         {
5926                 for (i = 0;i < numsurfaces;i++)
5927                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
5928                                 R_Water_AddWaterPlane(surfacelist[i]);
5929                 return;
5930         }
5931         // break the surface list down into batches by texture and use of lightmapping
5932         for (i = 0;i < numsurfaces;i = j)
5933         {
5934                 j = i + 1;
5935                 // texture is the base texture pointer, rsurface.texture is the
5936                 // current frame/skin the texture is directing us to use (for example
5937                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5938                 // use skin 1 instead)
5939                 texture = surfacelist[i]->texture;
5940                 rsurface.texture = texture->currentframe;
5941                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5942                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5943                 {
5944                         // if this texture is not the kind we want, skip ahead to the next one
5945                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5946                                 ;
5947                         continue;
5948                 }
5949                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5950                 {
5951                         // transparent surfaces get pushed off into the transparent queue
5952                         const msurface_t *surface = surfacelist[i];
5953                         if (depthonly)
5954                                 continue;
5955                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5956                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5957                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5958                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5959                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5960                 }
5961                 else
5962                 {
5963                         // simply scan ahead until we find a different texture or lightmap state
5964                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5965                                 ;
5966                         // render the range of surfaces
5967                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5968                 }
5969         }
5970 }
5971
5972 float locboxvertex3f[6*4*3] =
5973 {
5974         1,0,1, 1,0,0, 1,1,0, 1,1,1,
5975         0,1,1, 0,1,0, 0,0,0, 0,0,1,
5976         1,1,1, 1,1,0, 0,1,0, 0,1,1,
5977         0,0,1, 0,0,0, 1,0,0, 1,0,1,
5978         0,0,1, 1,0,1, 1,1,1, 0,1,1,
5979         1,0,0, 0,0,0, 0,1,0, 1,1,0
5980 };
5981
5982 int locboxelement3i[6*2*3] =
5983 {
5984          0, 1, 2, 0, 2, 3,
5985          4, 5, 6, 4, 6, 7,
5986          8, 9,10, 8,10,11,
5987         12,13,14, 12,14,15,
5988         16,17,18, 16,18,19,
5989         20,21,22, 20,22,23
5990 };
5991
5992 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5993 {
5994         int i, j;
5995         cl_locnode_t *loc = (cl_locnode_t *)ent;
5996         vec3_t mins, size;
5997         float vertex3f[6*4*3];
5998         CHECKGLERROR
5999         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6000         GL_DepthMask(false);
6001         GL_DepthRange(0, 1);
6002         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6003         GL_DepthTest(true);
6004         GL_CullFace(GL_NONE);
6005         R_Mesh_Matrix(&identitymatrix);
6006
6007         R_Mesh_VertexPointer(vertex3f, 0, 0);
6008         R_Mesh_ColorPointer(NULL, 0, 0);
6009         R_Mesh_ResetTextureState();
6010
6011         i = surfacelist[0];
6012         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6013                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6014                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6015                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6016
6017         if (VectorCompare(loc->mins, loc->maxs))
6018         {
6019                 VectorSet(size, 2, 2, 2);
6020                 VectorMA(loc->mins, -0.5f, size, mins);
6021         }
6022         else
6023         {
6024                 VectorCopy(loc->mins, mins);
6025                 VectorSubtract(loc->maxs, loc->mins, size);
6026         }
6027
6028         for (i = 0;i < 6*4*3;)
6029                 for (j = 0;j < 3;j++, i++)
6030                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6031
6032         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6033 }
6034
6035 void R_DrawLocs(void)
6036 {
6037         int index;
6038         cl_locnode_t *loc, *nearestloc;
6039         vec3_t center;
6040         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6041         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6042         {
6043                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6044                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6045         }
6046 }
6047
6048 void R_DrawDebugModel(entity_render_t *ent)
6049 {
6050         int i, j, k, l, flagsmask;
6051         const int *elements;
6052         q3mbrush_t *brush;
6053         msurface_t *surface;
6054         model_t *model = ent->model;
6055         vec3_t v;
6056
6057         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6058
6059         R_Mesh_ColorPointer(NULL, 0, 0);
6060         R_Mesh_ResetTextureState();
6061         GL_DepthRange(0, 1);
6062         GL_DepthTest(!r_showdisabledepthtest.integer);
6063         GL_DepthMask(false);
6064         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6065
6066         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6067         {
6068                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6069                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6070                 {
6071                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6072                         {
6073                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6074                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6075                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6076                         }
6077                 }
6078                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6079                 {
6080                         if (surface->num_collisiontriangles)
6081                         {
6082                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6083                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6084                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6085                         }
6086                 }
6087         }
6088
6089         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6090
6091         if (r_showtris.integer || r_shownormals.integer)
6092         {
6093                 if (r_showdisabledepthtest.integer)
6094                 {
6095                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6096                         GL_DepthMask(false);
6097                 }
6098                 else
6099                 {
6100                         GL_BlendFunc(GL_ONE, GL_ZERO);
6101                         GL_DepthMask(true);
6102                 }
6103                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6104                 {
6105                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6106                                 continue;
6107                         rsurface.texture = surface->texture->currentframe;
6108                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6109                         {
6110                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6111                                 if (r_showtris.value > 0)
6112                                 {
6113                                         if (!rsurface.texture->currentlayers->depthmask)
6114                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6115                                         else if (ent == r_refdef.worldentity)
6116                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6117                                         else
6118                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6119                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6120                                         CHECKGLERROR
6121                                         qglBegin(GL_LINES);
6122                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6123                                         {
6124 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6125                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6126                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6127                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6128                                         }
6129                                         qglEnd();
6130                                         CHECKGLERROR
6131                                 }
6132                                 if (r_shownormals.value > 0)
6133                                 {
6134                                         GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
6135                                         qglBegin(GL_LINES);
6136                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6137                                         {
6138                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6139                                                 qglVertex3f(v[0], v[1], v[2]);
6140                                                 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
6141                                                 qglVertex3f(v[0], v[1], v[2]);
6142                                         }
6143                                         qglEnd();
6144                                         CHECKGLERROR
6145                                         GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
6146                                         qglBegin(GL_LINES);
6147                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6148                                         {
6149                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6150                                                 qglVertex3f(v[0], v[1], v[2]);
6151                                                 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
6152                                                 qglVertex3f(v[0], v[1], v[2]);
6153                                         }
6154                                         qglEnd();
6155                                         CHECKGLERROR
6156                                         GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
6157                                         qglBegin(GL_LINES);
6158                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6159                                         {
6160                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6161                                                 qglVertex3f(v[0], v[1], v[2]);
6162                                                 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
6163                                                 qglVertex3f(v[0], v[1], v[2]);
6164                                         }
6165                                         qglEnd();
6166                                         CHECKGLERROR
6167                                 }
6168                         }
6169                 }
6170                 rsurface.texture = NULL;
6171         }
6172 }
6173
6174 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6175 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6176 {
6177         int i, j, endj, f, flagsmask;
6178         int counttriangles = 0;
6179         msurface_t *surface, **surfacechain;
6180         texture_t *t;
6181         model_t *model = r_refdef.worldmodel;
6182         const int maxsurfacelist = 1024;
6183         int numsurfacelist = 0;
6184         msurface_t *surfacelist[1024];
6185         if (model == NULL)
6186                 return;
6187
6188         RSurf_ActiveWorldEntity();
6189
6190         // update light styles
6191         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6192         {
6193                 for (i = 0;i < model->brushq1.light_styles;i++)
6194                 {
6195                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6196                         {
6197                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6198                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6199                                         for (;(surface = *surfacechain);surfacechain++)
6200                                                 surface->cached_dlight = true;
6201                         }
6202                 }
6203         }
6204
6205         R_UpdateAllTextureInfo(r_refdef.worldentity);
6206         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6207
6208         if (debug)
6209         {
6210                 R_DrawDebugModel(r_refdef.worldentity);
6211                 return;
6212         }
6213
6214         f = 0;
6215         t = NULL;
6216         rsurface.uselightmaptexture = false;
6217         rsurface.texture = NULL;
6218         numsurfacelist = 0;
6219         j = model->firstmodelsurface;
6220         endj = j + model->nummodelsurfaces;
6221         while (j < endj)
6222         {
6223                 // quickly skip over non-visible surfaces
6224                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6225                         ;
6226                 // quickly iterate over visible surfaces
6227                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6228                 {
6229                         // process this surface
6230                         surface = model->data_surfaces + j;
6231                         // if this surface fits the criteria, add it to the list
6232                         if (surface->num_triangles)
6233                         {
6234                                 // if lightmap parameters changed, rebuild lightmap texture
6235                                 if (surface->cached_dlight)
6236                                         R_BuildLightMap(r_refdef.worldentity, surface);
6237                                 // add face to draw list
6238                                 surfacelist[numsurfacelist++] = surface;
6239                                 counttriangles += surface->num_triangles;
6240                                 if (numsurfacelist >= maxsurfacelist)
6241                                 {
6242                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6243                                         numsurfacelist = 0;
6244                                 }
6245                         }
6246                 }
6247         }
6248         if (numsurfacelist)
6249                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6250         r_refdef.stats.entities_triangles += counttriangles;
6251         RSurf_CleanUp();
6252 }
6253
6254 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6255 {
6256         int i, f, flagsmask;
6257         int counttriangles = 0;
6258         msurface_t *surface, *endsurface, **surfacechain;
6259         texture_t *t;
6260         model_t *model = ent->model;
6261         const int maxsurfacelist = 1024;
6262         int numsurfacelist = 0;
6263         msurface_t *surfacelist[1024];
6264         if (model == NULL)
6265                 return;
6266
6267         // if the model is static it doesn't matter what value we give for
6268         // wantnormals and wanttangents, so this logic uses only rules applicable
6269         // to a model, knowing that they are meaningless otherwise
6270         if (ent == r_refdef.worldentity)
6271                 RSurf_ActiveWorldEntity();
6272         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6273                 RSurf_ActiveModelEntity(ent, false, false);
6274         else
6275                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6276
6277         // update light styles
6278         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6279         {
6280                 for (i = 0;i < model->brushq1.light_styles;i++)
6281                 {
6282                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6283                         {
6284                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6285                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6286                                         for (;(surface = *surfacechain);surfacechain++)
6287                                                 surface->cached_dlight = true;
6288                         }
6289                 }
6290         }
6291
6292         R_UpdateAllTextureInfo(ent);
6293         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6294
6295         if (debug)
6296         {
6297                 R_DrawDebugModel(ent);
6298                 return;
6299         }
6300
6301         f = 0;
6302         t = NULL;
6303         rsurface.uselightmaptexture = false;
6304         rsurface.texture = NULL;
6305         numsurfacelist = 0;
6306         surface = model->data_surfaces + model->firstmodelsurface;
6307         endsurface = surface + model->nummodelsurfaces;
6308         for (;surface < endsurface;surface++)
6309         {
6310                 // if this surface fits the criteria, add it to the list
6311                 if (surface->num_triangles)
6312                 {
6313                         // if lightmap parameters changed, rebuild lightmap texture
6314                         if (surface->cached_dlight)
6315                                 R_BuildLightMap(ent, surface);
6316                         // add face to draw list
6317                         surfacelist[numsurfacelist++] = surface;
6318                         counttriangles += surface->num_triangles;
6319                         if (numsurfacelist >= maxsurfacelist)
6320                         {
6321                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6322                                 numsurfacelist = 0;
6323                         }
6324                 }
6325         }
6326         if (numsurfacelist)
6327                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6328         r_refdef.stats.entities_triangles += counttriangles;
6329         RSurf_CleanUp();
6330 }