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