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added R_FrameData_Alloc and Store functions (a per-frame heap allocator
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 qboolean r_loadnormalmap;
34 qboolean r_loadgloss;
35 qboolean r_loadfog;
36
37 //
38 // screen size info
39 //
40 r_refdef_t r_refdef;
41
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
50
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
56
57 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
77 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 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"};
93 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
98
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
107
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
111
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
118 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
119 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
120 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
121
122 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
127
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
132
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
140
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
145
146 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"};
147
148 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"};
149
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
151
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
159
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
161
162 extern cvar_t v_glslgamma;
163
164 extern qboolean v_flipped_state;
165
166 static struct r_bloomstate_s
167 {
168         qboolean enabled;
169         qboolean hdr;
170
171         int bloomwidth, bloomheight;
172
173         int screentexturewidth, screentextureheight;
174         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
175
176         int bloomtexturewidth, bloomtextureheight;
177         rtexture_t *texture_bloom;
178
179         // arrays for rendering the screen passes
180         float screentexcoord2f[8];
181         float bloomtexcoord2f[8];
182         float offsettexcoord2f[8];
183
184         r_viewport_t viewport;
185 }
186 r_bloomstate;
187
188 r_waterstate_t r_waterstate;
189
190 /// shadow volume bsp struct with automatically growing nodes buffer
191 svbsp_t r_svbsp;
192
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
204
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
208
209 typedef struct r_qwskincache_s
210 {
211         char name[MAX_QPATH];
212         skinframe_t *skinframe;
213 }
214 r_qwskincache_t;
215
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
218
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
221 {
222         0, 0, 0,
223         1, 0, 0,
224         1, 1, 0,
225         0, 1, 0
226 };
227
228 extern void R_DrawModelShadows(void);
229
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
231 {
232         int i;
233         for (i = 0;i < verts;i++)
234         {
235                 out[0] = in[0] * r;
236                 out[1] = in[1] * g;
237                 out[2] = in[2] * b;
238                 out[3] = in[3];
239                 in += 4;
240                 out += 4;
241         }
242 }
243
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
245 {
246         int i;
247         for (i = 0;i < verts;i++)
248         {
249                 out[0] = r;
250                 out[1] = g;
251                 out[2] = b;
252                 out[3] = a;
253                 out += 4;
254         }
255 }
256
257 // FIXME: move this to client?
258 void FOG_clear(void)
259 {
260         if (gamemode == GAME_NEHAHRA)
261         {
262                 Cvar_Set("gl_fogenable", "0");
263                 Cvar_Set("gl_fogdensity", "0.2");
264                 Cvar_Set("gl_fogred", "0.3");
265                 Cvar_Set("gl_foggreen", "0.3");
266                 Cvar_Set("gl_fogblue", "0.3");
267         }
268         r_refdef.fog_density = 0;
269         r_refdef.fog_red = 0;
270         r_refdef.fog_green = 0;
271         r_refdef.fog_blue = 0;
272         r_refdef.fog_alpha = 1;
273         r_refdef.fog_start = 0;
274         r_refdef.fog_end = 16384;
275         r_refdef.fog_height = 1<<30;
276         r_refdef.fog_fadedepth = 128;
277 }
278
279 static void R_BuildBlankTextures(void)
280 {
281         unsigned char data[4];
282         data[2] = 128; // normal X
283         data[1] = 128; // normal Y
284         data[0] = 255; // normal Z
285         data[3] = 128; // height
286         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 255;
288         data[1] = 255;
289         data[2] = 255;
290         data[3] = 255;
291         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 128;
293         data[1] = 128;
294         data[2] = 128;
295         data[3] = 255;
296         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297         data[0] = 0;
298         data[1] = 0;
299         data[2] = 0;
300         data[3] = 255;
301         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 }
303
304 static void R_BuildNoTexture(void)
305 {
306         int x, y;
307         unsigned char pix[16][16][4];
308         // this makes a light grey/dark grey checkerboard texture
309         for (y = 0;y < 16;y++)
310         {
311                 for (x = 0;x < 16;x++)
312                 {
313                         if ((y < 8) ^ (x < 8))
314                         {
315                                 pix[y][x][0] = 128;
316                                 pix[y][x][1] = 128;
317                                 pix[y][x][2] = 128;
318                                 pix[y][x][3] = 255;
319                         }
320                         else
321                         {
322                                 pix[y][x][0] = 64;
323                                 pix[y][x][1] = 64;
324                                 pix[y][x][2] = 64;
325                                 pix[y][x][3] = 255;
326                         }
327                 }
328         }
329         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildWhiteCube(void)
333 {
334         unsigned char data[6*1*1*4];
335         memset(data, 255, sizeof(data));
336         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 }
338
339 static void R_BuildNormalizationCube(void)
340 {
341         int x, y, side;
342         vec3_t v;
343         vec_t s, t, intensity;
344 #define NORMSIZE 64
345         unsigned char data[6][NORMSIZE][NORMSIZE][4];
346         for (side = 0;side < 6;side++)
347         {
348                 for (y = 0;y < NORMSIZE;y++)
349                 {
350                         for (x = 0;x < NORMSIZE;x++)
351                         {
352                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
354                                 switch(side)
355                                 {
356                                 default:
357                                 case 0:
358                                         v[0] = 1;
359                                         v[1] = -t;
360                                         v[2] = -s;
361                                         break;
362                                 case 1:
363                                         v[0] = -1;
364                                         v[1] = -t;
365                                         v[2] = s;
366                                         break;
367                                 case 2:
368                                         v[0] = s;
369                                         v[1] = 1;
370                                         v[2] = t;
371                                         break;
372                                 case 3:
373                                         v[0] = s;
374                                         v[1] = -1;
375                                         v[2] = -t;
376                                         break;
377                                 case 4:
378                                         v[0] = s;
379                                         v[1] = -t;
380                                         v[2] = 1;
381                                         break;
382                                 case 5:
383                                         v[0] = -s;
384                                         v[1] = -t;
385                                         v[2] = -1;
386                                         break;
387                                 }
388                                 intensity = 127.0f / sqrt(DotProduct(v, v));
389                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392                                 data[side][y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 }
398
399 static void R_BuildFogTexture(void)
400 {
401         int x, b;
402 #define FOGWIDTH 256
403         unsigned char data1[FOGWIDTH][4];
404         //unsigned char data2[FOGWIDTH][4];
405         double d, r, alpha;
406
407         r_refdef.fogmasktable_start = r_refdef.fog_start;
408         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409         r_refdef.fogmasktable_range = r_refdef.fogrange;
410         r_refdef.fogmasktable_density = r_refdef.fog_density;
411
412         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414         {
415                 d = (x * r - r_refdef.fogmasktable_start);
416                 if(developer.integer >= 100)
417                         Con_Printf("%f ", d);
418                 d = max(0, d);
419                 if (r_fog_exp2.integer)
420                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421                 else
422                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423                 if(developer.integer >= 100)
424                         Con_Printf(" : %f ", alpha);
425                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426                 if(developer.integer >= 100)
427                         Con_Printf(" = %f\n", alpha);
428                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429         }
430
431         for (x = 0;x < FOGWIDTH;x++)
432         {
433                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434                 data1[x][0] = b;
435                 data1[x][1] = b;
436                 data1[x][2] = b;
437                 data1[x][3] = 255;
438                 //data2[x][0] = 255 - b;
439                 //data2[x][1] = 255 - b;
440                 //data2[x][2] = 255 - b;
441                 //data2[x][3] = 255;
442         }
443         if (r_texture_fogattenuation)
444         {
445                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
447         }
448         else
449         {
450                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
452         }
453 }
454
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
458 "\n"
459 "// enable various extensions depending on permutation:\n"
460 "\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
463 "#endif\n"
464 "\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "#   extension GL_EXT_gpu_shader4 : enable\n"
468 "# endif\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "#   extension GL_ARB_texture_gather : enable\n"
471 "# else\n"
472 "#   ifdef GL_AMD_texture_texture4\n"
473 "#     extension GL_AMD_texture_texture4 : enable\n"
474 "#   endif\n"
475 "# endif\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
480 "#endif\n"
481 "\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
484 "#endif\n"
485 "\n"
486 "// common definitions between vertex shader and fragment shader:\n"
487 "\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
493 "//#else\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
498 "//#endif\n"
499 "\n"
500 "#ifdef USEFOGINSIDE\n"
501 "# define USEFOG\n"
502 "#else\n"
503 "# ifdef USEFOGOUTSIDE\n"
504 "#  define USEFOG\n"
505 "# endif\n"
506 "#endif\n"
507 "\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
509 "\n"
510 "# ifdef VERTEX_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_Position = ftransform();\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_Position = ftransform();\n"
523 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
524 "}\n"
525 "# endif\n"
526 "# ifdef FRAGMENT_SHADER\n"
527 "void main(void)\n"
528 "{\n"
529 "       gl_FragColor = gl_Color;\n"
530 "}\n"
531 "# endif\n"
532 "\n"
533 "#else // !MODE_SHOWDEPTH\n"
534 "\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
537 "void main(void)\n"
538 "{\n"
539 "       gl_FrontColor = gl_Color;\n"
540 "       gl_Position = ftransform();\n"
541 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
542 "#ifdef USEBLOOM\n"
543 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
544 "#endif\n"
545 "}\n"
546 "# endif\n"
547 "# ifdef FRAGMENT_SHADER\n"
548 "\n"
549 "uniform sampler2D Texture_First;\n"
550 "#ifdef USEBLOOM\n"
551 "uniform sampler2D Texture_Second;\n"
552 "#endif\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
555 "#endif\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
561 "#endif\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
569 "void main(void)\n"
570 "{\n"
571 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
572 "#ifdef USEBLOOM\n"
573 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
574 "#endif\n"
575 "#ifdef USEVIEWTINT\n"
576 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
586 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
587 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
588 "#endif\n"
589 "\n"
590 "#ifdef USESATURATION\n"
591 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
595 "#endif\n"
596 "\n"
597 "#ifdef USEGAMMARAMPS\n"
598 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
601 "#endif\n"
602 "}\n"
603 "# endif\n"
604 "\n"
605 "\n"
606 "#else\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FrontColor = gl_Color;\n"
612 "#  ifdef USEDIFFUSE\n"
613 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
614 "#  endif\n"
615 "#  ifdef USESPECULAR\n"
616 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
617 "#  endif\n"
618 "       gl_Position = ftransform();\n"
619 "}\n"
620 "# endif\n"
621 "# ifdef FRAGMENT_SHADER\n"
622 "\n"
623 "#  ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
625 "#  endif\n"
626 "#  ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
628 "#  endif\n"
629 "\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_FragColor = gl_Color;\n"
633 "#  ifdef USEDIFFUSE\n"
634 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
635 "#  endif\n"
636 "\n"
637 "#  ifdef USESPECULAR\n"
638 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
639 "#  endif\n"
640 "#  ifdef USECOLORMAPPING\n"
641 "       gl_FragColor *= tex2;\n"
642 "#  endif\n"
643 "#  ifdef USEGLOW\n"
644 "       gl_FragColor += tex2;\n"
645 "#  endif\n"
646 "#  ifdef USEVERTEXTEXTUREBLEND\n"
647 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#  endif\n"
649 "}\n"
650 "# endif\n"
651 "\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_FrontColor = gl_Color;\n"
658 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 "       gl_Position = ftransform();\n"
660 "}\n"
661 "# endif\n"
662 "# ifdef FRAGMENT_SHADER\n"
663 "\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
666 "\n"
667 "void main(void)\n"
668 "{\n"
669 "       int i;\n"
670 "       vec2 tc = gl_TexCoord[0].xy;\n"
671 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 "       tc += BloomBlur_Parameters.xy;\n"
673 "       for (i = 1;i < SAMPLES;i++)\n"
674 "       {\n"
675 "               color += texture2D(Texture_First, tc).rgb;\n"
676 "               tc += BloomBlur_Parameters.xy;\n"
677 "       }\n"
678 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
679 "}\n"
680 "# endif\n"
681 "\n"
682 "#else // !MODE_BLOOMBLUR\n"
683 "\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
687 "#endif\n"
688 "varying vec2 TexCoordLightmap;\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
692 "#endif\n"
693 "\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
696 "#endif\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
699 "#endif\n"
700 "\n"
701 "varying vec3 EyeVector;\n"
702 "#ifdef USEFOG\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
705 "#endif\n"
706 "\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
710 "\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
713 "#endif\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
716 "#endif\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
719 "#endif\n"
720 "\n"
721 "\n"
722 "\n"
723 "\n"
724 "\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
727 "\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
732 "\n"
733 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
734 "\n"
735 "void main(void)\n"
736 "{\n"
737 "       gl_FrontColor = gl_Color;\n"
738 "       // copy the surface texcoord\n"
739 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
742 "#endif\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
746 "# endif\n"
747 "#endif\n"
748 "\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 "       // transform vertex position into light attenuation/cubemap space\n"
751 "       // (-1 to +1 across the light box)\n"
752 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
753 "\n"
754 "       // transform unnormalized light direction into tangent space\n"
755 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 "       //  normalize it per pixel)\n"
757 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
761 "#endif\n"
762 "\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
767 "#endif\n"
768 "\n"
769 "       // transform unnormalized eye direction into tangent space\n"
770 "#ifndef USEFOG\n"
771 "       vec3 EyeVectorModelSpace;\n"
772 "#endif\n"
773 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
777 "\n"
778 "#ifdef USEFOG\n"
779 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
780 "#endif\n"
781 "\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 "       VectorS = gl_MultiTexCoord1.xyz;\n"
784 "       VectorT = gl_MultiTexCoord2.xyz;\n"
785 "       VectorR = gl_MultiTexCoord3.xyz;\n"
786 "#endif\n"
787 "\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
792 "//#endif\n"
793 "\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
795 "       // rendering\n"
796 "       gl_Position = ftransform();\n"
797 "\n"
798 "#ifdef MODE_WATER\n"
799 "       ModelViewProjectionPosition = gl_Position;\n"
800 "#endif\n"
801 "#ifdef MODE_REFRACTION\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "#endif\n"
804 "#ifdef USEREFLECTION\n"
805 "       ModelViewProjectionPosition = gl_Position;\n"
806 "#endif\n"
807 "}\n"
808 "\n"
809 "#endif // VERTEX_SHADER\n"
810 "\n"
811 "\n"
812 "\n"
813 "\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
816 "\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
835 "\n"
836 "#define showshadowmap 0\n"
837 "\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
841 "# else\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
849 "# else\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
851 "# endif\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
856 "#endif\n"
857 "\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
861 "# else\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
863 "# endif\n"
864 "#endif\n"
865 "\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
873 "\n"
874 "uniform myhalf4 TintColor;\n"
875 "\n"
876 "\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
885 "//#else\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
893 "//#  endif\n"
894 "//# else\n"
895 "//#  ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
900 "//#  endif\n"
901 "//# endif\n"
902 "//#endif\n"
903 "\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
906 "\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
912 "\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
917 "\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
920 "{\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 "       // 14 sample relief mapping: linear search and then binary search\n"
923 "       // this basically steps forward a small amount repeatedly until it finds\n"
924 "       // itself inside solid, then jitters forward and back using decreasing\n"
925 "       // amounts to find the impact\n"
926 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 "       vec3 RT = vec3(TexCoord, 1);\n"
930 "       OffsetVector *= 0.1;\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
941 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
942 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
943 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
944 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
945 "       return RT.xy;\n"
946 "#else\n"
947 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 "       // this basically moves forward the full distance, and then backs up based\n"
949 "       // on height of samples\n"
950 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 "       TexCoord += OffsetVector;\n"
954 "       OffsetVector *= 0.333;\n"
955 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 "       return TexCoord;\n"
959 "#endif\n"
960 "}\n"
961 "#endif // USEOFFSETMAPPING\n"
962 "\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
966 "#endif\n"
967 "\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
970 "{\n"
971 "       vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
973 "       vec2 tc;\n"
974 "       vec2 offset;\n"
975 "       float ma;\n"
976 "       if (adir.x > adir.y)\n"
977 "       {\n"
978 "               if (adir.x > adir.z) // X\n"
979 "               {\n"
980 "                       ma = adir.x;\n"
981 "                       tc = dir.zy;\n"
982 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
983 "               }\n"
984 "               else // Z\n"
985 "               {\n"
986 "                       ma = adir.z;\n"
987 "                       tc = dir.xy;\n"
988 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 "               }\n"
990 "       }\n"
991 "       else\n"
992 "       {\n"
993 "               if (adir.y > adir.z) // Y\n"
994 "               {\n"
995 "                       ma = adir.y;\n"
996 "                       tc = dir.xz;\n"
997 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
998 "               }\n"
999 "               else // Z\n"
1000 "               {\n"
1001 "                       ma = adir.z;\n"
1002 "                       tc = dir.xy;\n"
1003 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1004 "               }\n"
1005 "       }\n"
1006 "\n"
1007 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 "       stc.z += ShadowMap_Parameters.z;\n"
1010 "#  if showshadowmap\n"
1011 "       stc.xy *= ShadowMap_TextureScale;\n"
1012 "#  endif\n"
1013 "       return stc;\n"
1014 "# else\n"
1015 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 "       stc.z += ShadowMap_Parameters.z;\n"
1020 "#  if showshadowmap\n"
1021 "       stc.xy *= ShadowMap_TextureScale;\n"
1022 "#  endif\n"
1023 "       return stc;\n"
1024 "# endif\n"
1025 "}\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1027 "\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1030 "{\n"
1031 "    vec3 adir = abs(dir);\n"
1032 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1033 "}\n"
1034 "#endif\n"
1035 "\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1039 "{\n"
1040 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1041 "       float f;\n"
1042 "#  ifdef USESHADOWSAMPLER\n"
1043 "\n"
1044 "#    ifdef USESHADOWMAPPCF\n"
1045 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1047 "#    else\n"
1048 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "#    endif\n"
1050 "\n"
1051 "#  else\n"
1052 "\n"
1053 "#    ifdef USESHADOWMAPPCF\n"
1054 "#      if USESHADOWMAPPCF > 1\n"
1055 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1059 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1060 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1061 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1063 "#      else\n"
1064 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 "    vec2 offset = fract(shadowmaptc.xy);\n"
1066 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1068 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1069 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1071 "#      endif\n"
1072 "#    else\n"
1073 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1074 "#    endif\n"
1075 "\n"
1076 "#  endif\n"
1077 "       return f;\n"
1078 "}\n"
1079 "# endif\n"
1080 "\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1083 "{\n"
1084 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1085 "    float f;\n"
1086 "\n"
1087 "#  ifdef USESHADOWSAMPLER\n"
1088 "#    ifdef USESHADOWMAPPCF\n"
1089 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1090 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1092 "#    else\n"
1093 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1094 "#    endif\n"
1095 "#  else\n"
1096 "#    ifdef USESHADOWMAPPCF\n"
1097 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "#      ifdef GL_ARB_texture_gather\n"
1099 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1100 "#      else\n"
1101 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1102 "#      endif\n"
1103 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 "    center *= ShadowMap_TextureScale;\n"
1105 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1108 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1109 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1112 "#     else\n"
1113 "#      ifdef GL_EXT_gpu_shader4\n"
1114 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1115 "#      else\n"
1116 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1117 "#      endif\n"
1118 "#      if USESHADOWMAPPCF > 1\n"
1119 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 "    center *= ShadowMap_TextureScale;\n"
1121 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1123 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1124 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1125 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1127 "#      else\n"
1128 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1131 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1132 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1134 "#      endif\n"
1135 "#     endif\n"
1136 "#    else\n"
1137 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1138 "#    endif\n"
1139 "#  endif\n"
1140 "    return f;\n"
1141 "}\n"
1142 "# endif\n"
1143 "\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1146 "{\n"
1147 "    // apply depth texture cubemap as light filter\n"
1148 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1149 "    float f;\n"
1150 "#  ifdef USESHADOWSAMPLER\n"
1151 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1152 "#  else\n"
1153 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1154 "#  endif\n"
1155 "    return f;\n"
1156 "}\n"
1157 "# endif\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef MODE_WATER\n"
1161 "\n"
1162 "// water pass\n"
1163 "void main(void)\n"
1164 "{\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 "       // apply offsetmapping\n"
1167 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1169 "#endif\n"
1170 "\n"
1171 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 "       // FIXME temporary hack to detect the case that the reflection\n"
1176 "       // gets blackened at edges due to leaving the area that contains actual\n"
1177 "       // content.\n"
1178 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1179 "       // 'appening.\n"
1180 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1192 "}\n"
1193 "\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1196 "\n"
1197 "// refraction pass\n"
1198 "void main(void)\n"
1199 "{\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 "       // apply offsetmapping\n"
1202 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1204 "#endif\n"
1205 "\n"
1206 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 "       // FIXME temporary hack to detect the case that the reflection\n"
1211 "       // gets blackened at edges due to leaving the area that contains actual\n"
1212 "       // content.\n"
1213 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1214 "       // 'appening.\n"
1215 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1221 "}\n"
1222 "\n"
1223 "#else // !MODE_REFRACTION\n"
1224 "void main(void)\n"
1225 "{\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 "       // apply offsetmapping\n"
1228 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1230 "#endif\n"
1231 "\n"
1232 "       // combine the diffuse textures (base, pants, shirt)\n"
1233 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1236 "#endif\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1242 "       color.a = 1.0;\n"
1243 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1244 "#endif\n"
1245 "\n"
1246 "#ifdef USEDIFFUSE\n"
1247 "       // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "#  ifdef USESPECULAR\n"
1251 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1252 "#  endif\n"
1253 "# else\n"
1254 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "#  ifdef USESPECULAR\n"
1256 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1257 "#  endif\n"
1258 "# endif\n"
1259 "#endif\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 "       // light source\n"
1265 "\n"
1266 "       // calculate surface normal, light normal, and specular normal\n"
1267 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1268 "       // scale by light color and attenuation as efficiently as possible\n"
1269 "       // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 "       // get the light normal\n"
1272 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1273 "# endif\n"
1274 "# ifdef USESPECULAR\n"
1275 "#  ifndef USEEXACTSPECULARMATH\n"
1276 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1277 "\n"
1278 "#  endif\n"
1279 "       // calculate directional shading\n"
1280 "#  ifdef USEEXACTSPECULARMATH\n"
1281 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1282 "#  else\n"
1283 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1284 "#  endif\n"
1285 "# else\n"
1286 "#  ifdef USEDIFFUSE\n"
1287 "       // calculate directional shading\n"
1288 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1289 "#  else\n"
1290 "       // calculate directionless shading\n"
1291 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1292 "#  endif\n"
1293 "# endif\n"
1294 "\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1298 "#endif\n"
1299 "#endif\n"
1300 "\n"
1301 "# ifdef USECUBEFILTER\n"
1302 "       // apply light cubemap filter\n"
1303 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1305 "# endif\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1307 "\n"
1308 "\n"
1309 "\n"
1310 "\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 "       // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 "       // get the light normal\n"
1315 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1316 "# endif\n"
1317 "# ifdef USESPECULAR\n"
1318 "       // calculate directional shading\n"
1319 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "#  ifdef USEEXACTSPECULARMATH\n"
1321 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1322 "#  else\n"
1323 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1325 "#  endif\n"
1326 "# else\n"
1327 "#  ifdef USEDIFFUSE\n"
1328 "\n"
1329 "       // calculate directional shading\n"
1330 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1331 "#  else\n"
1332 "       color.rgb *= AmbientColor;\n"
1333 "#  endif\n"
1334 "# endif\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1336 "\n"
1337 "\n"
1338 "\n"
1339 "\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1342 "\n"
1343 "       // get the light normal\n"
1344 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 "       myhalf3 diffusenormal;\n"
1346 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "#  ifdef USEEXACTSPECULARMATH\n"
1362 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1363 "#  else\n"
1364 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1366 "#  endif\n"
1367 "# endif\n"
1368 "\n"
1369 "       // apply lightmap color\n"
1370 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1378 "\n"
1379 "       // get the light normal\n"
1380 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "#  ifdef USEEXACTSPECULARMATH\n"
1385 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1386 "#  else\n"
1387 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1389 "#  endif\n"
1390 "# endif\n"
1391 "\n"
1392 "       // apply lightmap color\n"
1393 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "\n"
1396 "\n"
1397 "\n"
1398 "\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 "       // apply lightmap color\n"
1401 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1403 "\n"
1404 "\n"
1405 "\n"
1406 "\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 "       // apply lightmap color\n"
1409 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1411 "\n"
1412 "\n"
1413 "\n"
1414 "\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "\n"
1421 "\n"
1422 "\n"
1423 "\n"
1424 "       color *= TintColor;\n"
1425 "\n"
1426 "#ifdef USEGLOW\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1429 "#else\n"
1430 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1431 "#endif\n"
1432 "#endif\n"
1433 "\n"
1434 "       color.rgb *= SceneBrightness;\n"
1435 "\n"
1436 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1437 "#ifdef USEFOG\n"
1438 "       float fogfrac;\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1441 "#else\n"
1442 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1443 "#endif\n"
1444 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1445 "//     if (FogPlaneViewDist >= 0.0)\n"
1446 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1447 "//     else\n"
1448 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "//     if (FogPlaneViewDist >= 0.0)\n"
1451 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1452 "//     else\n"
1453 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1458 "\n"
1459 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 "       //float fade = -0.5/128.0;\n"
1461 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1469 "//# endif\n"
1470 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1471 "#endif\n"
1472 "\n"
1473 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1474 "#ifdef USEREFLECTION\n"
1475 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 "       // FIXME temporary hack to detect the case that the reflection\n"
1480 "       // gets blackened at edges due to leaving the area that contains actual\n"
1481 "       // content.\n"
1482 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1483 "       // 'appening.\n"
1484 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1490 "#endif\n"
1491 "\n"
1492 "       gl_FragColor = vec4(color);\n"
1493 "\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "#  ifdef USESHADOWSAMPLER\n"
1497 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1498 "#  else\n"
1499 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1500 "#  endif\n"
1501 "# endif\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "#  ifdef USESHADOWSAMPLER\n"
1504 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1505 "#  else\n"
1506 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1507 "#  endif\n"
1508 "# endif\n"
1509 "\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "#  ifdef USESHADOWSAMPLER\n"
1512 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1513 "#  else\n"
1514 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#  endif\n"
1516 "# endif\n"
1517 "#endif\n"
1518 "}\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1521 "\n"
1522 "#endif // FRAGMENT_SHADER\n"
1523 "\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1529 ;
1530
1531 typedef struct shaderpermutationinfo_s
1532 {
1533         const char *pretext;
1534         const char *name;
1535 }
1536 shaderpermutationinfo_t;
1537
1538 typedef struct shadermodeinfo_s
1539 {
1540         const char *vertexfilename;
1541         const char *geometryfilename;
1542         const char *fragmentfilename;
1543         const char *pretext;
1544         const char *name;
1545 }
1546 shadermodeinfo_t;
1547
1548 typedef enum shaderpermutation_e
1549 {
1550         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1576 }
1577 shaderpermutation_t;
1578
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1581 {
1582         {"#define USEDIFFUSE\n", " diffuse"},
1583         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584         {"#define USEVIEWTINT\n", " viewtint"},
1585         {"#define USECOLORMAPPING\n", " colormapping"},
1586         {"#define USESATURATION\n", " saturation"},
1587         {"#define USEFOGINSIDE\n", " foginside"},
1588         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589         {"#define USEGAMMARAMPS\n", " gammaramps"},
1590         {"#define USECUBEFILTER\n", " cubefilter"},
1591         {"#define USEGLOW\n", " glow"},
1592         {"#define USEBLOOM\n", " bloom"},
1593         {"#define USESPECULAR\n", " specular"},
1594         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596         {"#define USEREFLECTION\n", " reflection"},
1597         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1606 };
1607
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1610 {
1611         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624         SHADERMODE_COUNT
1625 }
1626 shadermode_t;
1627
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1630 {
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1644 };
1645
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1648 {
1649         /// hash lookup data
1650         struct r_glsl_permutation_s *hashnext;
1651         unsigned int mode;
1652         unsigned int permutation;
1653
1654         /// indicates if we have tried compiling this permutation already
1655         qboolean compiled;
1656         /// 0 if compilation failed
1657         int program;
1658         /// locations of detected uniforms in program object, or -1 if not found
1659         int loc_Texture_First;
1660         int loc_Texture_Second;
1661         int loc_Texture_GammaRamps;
1662         int loc_Texture_Normal;
1663         int loc_Texture_Color;
1664         int loc_Texture_Gloss;
1665         int loc_Texture_Glow;
1666         int loc_Texture_SecondaryNormal;
1667         int loc_Texture_SecondaryColor;
1668         int loc_Texture_SecondaryGloss;
1669         int loc_Texture_SecondaryGlow;
1670         int loc_Texture_Pants;
1671         int loc_Texture_Shirt;
1672         int loc_Texture_FogMask;
1673         int loc_Texture_Lightmap;
1674         int loc_Texture_Deluxemap;
1675         int loc_Texture_Attenuation;
1676         int loc_Texture_Cube;
1677         int loc_Texture_Refraction;
1678         int loc_Texture_Reflection;
1679         int loc_Texture_ShadowMapRect;
1680         int loc_Texture_ShadowMapCube;
1681         int loc_Texture_ShadowMap2D;
1682         int loc_Texture_CubeProjection;
1683         int loc_FogColor;
1684         int loc_LightPosition;
1685         int loc_EyePosition;
1686         int loc_Color_Pants;
1687         int loc_Color_Shirt;
1688         int loc_FogPlane;
1689         int loc_FogPlaneViewDist;
1690         int loc_FogRangeRecip;
1691         int loc_FogHeightFade;
1692         int loc_AmbientScale;
1693         int loc_DiffuseScale;
1694         int loc_SpecularScale;
1695         int loc_SpecularPower;
1696         int loc_GlowColor;
1697         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698         int loc_OffsetMapping_Scale;
1699         int loc_TintColor;
1700         int loc_AmbientColor;
1701         int loc_DiffuseColor;
1702         int loc_SpecularColor;
1703         int loc_LightDir;
1704         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705         int loc_GammaCoeff; ///< 1 / gamma
1706         int loc_DistortScaleRefractReflect;
1707         int loc_ScreenScaleRefractReflect;
1708         int loc_ScreenCenterRefractReflect;
1709         int loc_RefractColor;
1710         int loc_ReflectColor;
1711         int loc_ReflectFactor;
1712         int loc_ReflectOffset;
1713         int loc_UserVec1;
1714         int loc_UserVec2;
1715         int loc_UserVec3;
1716         int loc_UserVec4;
1717         int loc_ClientTime;
1718         int loc_PixelSize;
1719         int loc_Saturation;
1720         int loc_ShadowMap_TextureScale;
1721         int loc_ShadowMap_Parameters;
1722 }
1723 r_glsl_permutation_t;
1724
1725 #define SHADERPERMUTATION_HASHSIZE 256
1726
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1733
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1735 {
1736         //unsigned int hashdepth = 0;
1737         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738         r_glsl_permutation_t *p;
1739         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1740         {
1741                 if (p->mode == mode && p->permutation == permutation)
1742                 {
1743                         //if (hashdepth > 10)
1744                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745                         return p;
1746                 }
1747                 //hashdepth++;
1748         }
1749         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1750         p->mode = mode;
1751         p->permutation = permutation;
1752         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753         r_glsl_permutationhash[mode][hashindex] = p;
1754         //if (hashdepth > 10)
1755         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1756         return p;
1757 }
1758
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1760 {
1761         char *shaderstring;
1762         if (!filename || !filename[0])
1763                 return NULL;
1764         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1765         if (shaderstring)
1766         {
1767                 if (printfromdisknotice)
1768                         Con_DPrint("from disk... ");
1769                 return shaderstring;
1770         }
1771         else if (!strcmp(filename, "glsl/default.glsl"))
1772         {
1773                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1775         }
1776         return shaderstring;
1777 }
1778
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1780 {
1781         int i;
1782         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783         int vertstrings_count = 0;
1784         int geomstrings_count = 0;
1785         int fragstrings_count = 0;
1786         char *vertexstring, *geometrystring, *fragmentstring;
1787         const char *vertstrings_list[32+3];
1788         const char *geomstrings_list[32+3];
1789         const char *fragstrings_list[32+3];
1790         char permutationname[256];
1791
1792         if (p->compiled)
1793                 return;
1794         p->compiled = true;
1795         p->program = 0;
1796
1797         permutationname[0] = 0;
1798         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1801
1802         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1803
1804         // the first pretext is which type of shader to compile as
1805         // (later these will all be bound together as a program object)
1806         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1809
1810         // the second pretext is the mode (for example a light source)
1811         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1815
1816         // now add all the permutation pretexts
1817         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1818         {
1819                 if (permutation & (1<<i))
1820                 {
1821                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1825                 }
1826                 else
1827                 {
1828                         // keep line numbers correct
1829                         vertstrings_list[vertstrings_count++] = "\n";
1830                         geomstrings_list[geomstrings_count++] = "\n";
1831                         fragstrings_list[fragstrings_count++] = "\n";
1832                 }
1833         }
1834
1835         // now append the shader text itself
1836         vertstrings_list[vertstrings_count++] = vertexstring;
1837         geomstrings_list[geomstrings_count++] = geometrystring;
1838         fragstrings_list[fragstrings_count++] = fragmentstring;
1839
1840         // if any sources were NULL, clear the respective list
1841         if (!vertexstring)
1842                 vertstrings_count = 0;
1843         if (!geometrystring)
1844                 geomstrings_count = 0;
1845         if (!fragmentstring)
1846                 fragstrings_count = 0;
1847
1848         // compile the shader program
1849         if (vertstrings_count + geomstrings_count + fragstrings_count)
1850                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1851         if (p->program)
1852         {
1853                 CHECKGLERROR
1854                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855                 // look up all the uniform variable names we care about, so we don't
1856                 // have to look them up every time we set them
1857                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1858                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1859                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1862                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1882                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1883                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1884                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1885                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1887                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1891                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1893                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1894                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1895                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1898                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1899                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1901                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1902                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1907                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1908                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1912                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1913                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1914                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1915                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1916                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1917                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1918                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920                 // initialize the samplers to refer to the texture units we use
1921                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1922                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1923                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1924                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1925                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1926                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1927                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1928                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1932                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1933                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1934                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1935                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1936                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1937                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1938                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1939                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1940                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1941                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1942                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1943                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1944                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1945                 CHECKGLERROR
1946                 if (developer.integer)
1947                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1948         }
1949         else
1950                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1951
1952         // free the strings
1953         if (vertexstring)
1954                 Mem_Free(vertexstring);
1955         if (geometrystring)
1956                 Mem_Free(geometrystring);
1957         if (fragmentstring)
1958                 Mem_Free(fragmentstring);
1959 }
1960
1961 void R_GLSL_Restart_f(void)
1962 {
1963         unsigned int i, limit;
1964         r_glsl_permutation_t *p;
1965         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966         for (i = 0;i < limit;i++)
1967         {
1968                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1969                 {
1970                         GL_Backend_FreeProgram(p->program);
1971                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1972                 }
1973         }
1974         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1975 }
1976
1977 void R_GLSL_DumpShader_f(void)
1978 {
1979         int i;
1980
1981         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1982         if(!file)
1983         {
1984                 Con_Printf("failed to write to glsl/default.glsl\n");
1985                 return;
1986         }
1987
1988         FS_Print(file, "/* The engine may define the following macros:\n");
1989         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990         for (i = 0;i < SHADERMODE_COUNT;i++)
1991                 FS_Print(file, shadermodeinfo[i].pretext);
1992         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993                 FS_Print(file, shaderpermutationinfo[i].pretext);
1994         FS_Print(file, "*/\n");
1995         FS_Print(file, builtinshaderstring);
1996         FS_Close(file);
1997
1998         Con_Printf("glsl/default.glsl written\n");
1999 }
2000
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2002 {
2003         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004         if (r_glsl_permutation != perm)
2005         {
2006                 r_glsl_permutation = perm;
2007                 if (!r_glsl_permutation->program)
2008                 {
2009                         if (!r_glsl_permutation->compiled)
2010                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2011                         if (!r_glsl_permutation->program)
2012                         {
2013                                 // remove features until we find a valid permutation
2014                                 int i;
2015                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2016                                 {
2017                                         // reduce i more quickly whenever it would not remove any bits
2018                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019                                         if (!(permutation & j))
2020                                                 continue;
2021                                         permutation -= j;
2022                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023                                         if (!r_glsl_permutation->compiled)
2024                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2025                                         if (r_glsl_permutation->program)
2026                                                 break;
2027                                 }
2028                                 if (i >= SHADERPERMUTATION_COUNT)
2029                                 {
2030                                         Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032                                         qglUseProgramObjectARB(0);CHECKGLERROR
2033                                         return; // no bit left to clear, entire mode is broken
2034                                 }
2035                         }
2036                 }
2037                 CHECKGLERROR
2038                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2039         }
2040 }
2041
2042 void R_SetupGenericShader(qboolean usetexture)
2043 {
2044         switch(vid.renderpath)
2045         {
2046         case RENDERPATH_GL20:
2047                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2048                 break;
2049         case RENDERPATH_GL13:
2050         case RENDERPATH_GL11:
2051                 break;
2052         }
2053 }
2054
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2056 {
2057         switch (vid.renderpath)
2058         {
2059         case RENDERPATH_GL20:
2060                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2061                 break;
2062         case RENDERPATH_GL13:
2063         case RENDERPATH_GL11:
2064                 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2065                 break;
2066         }
2067 }
2068
2069 void R_SetupDepthOrShadowShader(void)
2070 {
2071         switch (vid.renderpath)
2072         {
2073         case RENDERPATH_GL20:
2074                 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2075                 break;
2076         case RENDERPATH_GL13:
2077                 break;
2078         case RENDERPATH_GL11:
2079                 break;
2080         }
2081 }
2082
2083 void R_SetupShowDepthShader(void)
2084 {
2085         switch (vid.renderpath)
2086         {
2087         case RENDERPATH_GL20:
2088                 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2089                 break;
2090         case RENDERPATH_GL13:
2091                 break;
2092         case RENDERPATH_GL11:
2093                 break;
2094         }
2095 }
2096
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2109 {
2110         // select a permutation of the lighting shader appropriate to this
2111         // combination of texture, entity, light source, and fogging, only use the
2112         // minimum features necessary to avoid wasting rendering time in the
2113         // fragment shader on features that are not being used
2114         unsigned int permutation = 0;
2115         unsigned int mode = 0;
2116         // TODO: implement geometry-shader based shadow volumes someday
2117         if (r_glsl_offsetmapping.integer)
2118         {
2119                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120                 if (r_glsl_offsetmapping_reliefmapping.integer)
2121                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2122         }
2123         if (rsurfacepass == RSURFPASS_BACKGROUND)
2124         {
2125                 // distorted background
2126                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127                         mode = SHADERMODE_WATER;
2128                 else
2129                         mode = SHADERMODE_REFRACTION;
2130         }
2131         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2132         {
2133                 // light source
2134                 mode = SHADERMODE_LIGHTSOURCE;
2135                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2139                 if (diffusescale > 0)
2140                         permutation |= SHADERPERMUTATION_DIFFUSE;
2141                 if (specularscale > 0)
2142                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143                 if (r_refdef.fogenabled)
2144                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145                 if (rsurface.texture->colormapping)
2146                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2147                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2148                 {
2149                         if (r_shadow_usingshadowmaprect)
2150                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151                         if (r_shadow_usingshadowmap2d)
2152                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153                         if (r_shadow_usingshadowmapcube)
2154                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155                         else if(r_shadow_shadowmapvsdct)
2156                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2157
2158                         if (r_shadow_shadowmapsampler)
2159                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160                         if (r_shadow_shadowmappcf > 1)
2161                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162                         else if (r_shadow_shadowmappcf)
2163                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2164                 }
2165         }
2166         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2167         {
2168                 // unshaded geometry (fullbright or ambient model lighting)
2169                 mode = SHADERMODE_FLATCOLOR;
2170                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173                         permutation |= SHADERPERMUTATION_GLOW;
2174                 if (r_refdef.fogenabled)
2175                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176                 if (rsurface.texture->colormapping)
2177                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2178                 if (r_glsl_offsetmapping.integer)
2179                 {
2180                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181                         if (r_glsl_offsetmapping_reliefmapping.integer)
2182                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2183                 }
2184                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185                         permutation |= SHADERPERMUTATION_REFLECTION;
2186         }
2187         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2188         {
2189                 // directional model lighting
2190                 mode = SHADERMODE_LIGHTDIRECTION;
2191                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194                         permutation |= SHADERPERMUTATION_GLOW;
2195                 permutation |= SHADERPERMUTATION_DIFFUSE;
2196                 if (specularscale > 0)
2197                         permutation |= SHADERPERMUTATION_SPECULAR;
2198                 if (r_refdef.fogenabled)
2199                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200                 if (rsurface.texture->colormapping)
2201                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2202                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203                         permutation |= SHADERPERMUTATION_REFLECTION;
2204         }
2205         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2206         {
2207                 // ambient model lighting
2208                 mode = SHADERMODE_LIGHTDIRECTION;
2209                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212                         permutation |= SHADERPERMUTATION_GLOW;
2213                 if (r_refdef.fogenabled)
2214                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215                 if (rsurface.texture->colormapping)
2216                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218                         permutation |= SHADERPERMUTATION_REFLECTION;
2219         }
2220         else
2221         {
2222                 // lightmapped wall
2223                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2224                 {
2225                         // deluxemapping (light direction texture)
2226                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2228                         else
2229                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230                         permutation |= SHADERPERMUTATION_DIFFUSE;
2231                         if (specularscale > 0)
2232                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2233                 }
2234                 else if (r_glsl_deluxemapping.integer >= 2)
2235                 {
2236                         // fake deluxemapping (uniform light direction in tangentspace)
2237                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238                         permutation |= SHADERPERMUTATION_DIFFUSE;
2239                         if (specularscale > 0)
2240                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2241                 }
2242                 else if (rsurface.uselightmaptexture)
2243                 {
2244                         // ordinary lightmapping (q1bsp, q3bsp)
2245                         mode = SHADERMODE_LIGHTMAP;
2246                 }
2247                 else
2248                 {
2249                         // ordinary vertex coloring (q3bsp)
2250                         mode = SHADERMODE_VERTEXCOLOR;
2251                 }
2252                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255                         permutation |= SHADERPERMUTATION_GLOW;
2256                 if (r_refdef.fogenabled)
2257                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258                 if (rsurface.texture->colormapping)
2259                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2260                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261                         permutation |= SHADERPERMUTATION_REFLECTION;
2262         }
2263         if(permutation & SHADERPERMUTATION_SPECULAR)
2264                 if(r_shadow_glossexact.integer)
2265                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266         R_SetupShader_SetPermutation(mode, permutation);
2267         if (mode == SHADERMODE_LIGHTSOURCE)
2268         {
2269                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2271                 {
2272                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2276                 }
2277                 else
2278                 {
2279                         // ambient only is simpler
2280                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2281                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2284                 }
2285                 // additive passes are only darkened by fog, not tinted
2286                 if (r_glsl_permutation->loc_FogColor >= 0)
2287                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2289                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2290         }
2291         else
2292         {
2293                 if (mode == SHADERMODE_LIGHTDIRECTION)
2294                 {
2295                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2296                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2297                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2298                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2299                 }
2300                 else
2301                 {
2302                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2305                 }
2306                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2307                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308                 // additive passes are only darkened by fog, not tinted
2309                 if (r_glsl_permutation->loc_FogColor >= 0)
2310                 {
2311                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2313                         else
2314                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2315                 }
2316                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2317                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2318                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2319                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2323         }
2324         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326         if (r_glsl_permutation->loc_Color_Pants >= 0)
2327         {
2328                 if (rsurface.texture->currentskinframe->pants)
2329                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2330                 else
2331                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2332         }
2333         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2334         {
2335                 if (rsurface.texture->currentskinframe->shirt)
2336                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2337                 else
2338                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2339         }
2340         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2341         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2345         {
2346                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2347         }
2348         else
2349         {
2350                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2351         }
2352         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2353         CHECKGLERROR
2354 }
2355
2356 #define SKINFRAME_HASH 1024
2357
2358 typedef struct
2359 {
2360         int loadsequence; // incremented each level change
2361         memexpandablearray_t array;
2362         skinframe_t *hash[SKINFRAME_HASH];
2363 }
2364 r_skinframe_t;
2365 r_skinframe_t r_skinframe;
2366
2367 void R_SkinFrame_PrepareForPurge(void)
2368 {
2369         r_skinframe.loadsequence++;
2370         // wrap it without hitting zero
2371         if (r_skinframe.loadsequence >= 200)
2372                 r_skinframe.loadsequence = 1;
2373 }
2374
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2376 {
2377         if (!skinframe)
2378                 return;
2379         // mark the skinframe as used for the purging code
2380         skinframe->loadsequence = r_skinframe.loadsequence;
2381 }
2382
2383 void R_SkinFrame_Purge(void)
2384 {
2385         int i;
2386         skinframe_t *s;
2387         for (i = 0;i < SKINFRAME_HASH;i++)
2388         {
2389                 for (s = r_skinframe.hash[i];s;s = s->next)
2390                 {
2391                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2392                         {
2393                                 if (s->merged == s->base)
2394                                         s->merged = NULL;
2395                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2397                                 R_PurgeTexture(s->merged);s->merged = NULL;
2398                                 R_PurgeTexture(s->base  );s->base   = NULL;
2399                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2400                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2401                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2402                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2403                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2404                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2405                                 s->loadsequence = 0;
2406                         }
2407                 }
2408         }
2409 }
2410
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2412         skinframe_t *item;
2413         char basename[MAX_QPATH];
2414
2415         Image_StripImageExtension(name, basename, sizeof(basename));
2416
2417         if( last == NULL ) {
2418                 int hashindex;
2419                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420                 item = r_skinframe.hash[hashindex];
2421         } else {
2422                 item = last->next;
2423         }
2424
2425         // linearly search through the hash bucket
2426         for( ; item ; item = item->next ) {
2427                 if( !strcmp( item->basename, basename ) ) {
2428                         return item;
2429                 }
2430         }
2431         return NULL;
2432 }
2433
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2435 {
2436         skinframe_t *item;
2437         int hashindex;
2438         char basename[MAX_QPATH];
2439
2440         Image_StripImageExtension(name, basename, sizeof(basename));
2441
2442         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2445                         break;
2446
2447         if (!item) {
2448                 rtexture_t *dyntexture;
2449                 // check whether its a dynamic texture
2450                 dyntexture = CL_GetDynTexture( basename );
2451                 if (!add && !dyntexture)
2452                         return NULL;
2453                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454                 memset(item, 0, sizeof(*item));
2455                 strlcpy(item->basename, basename, sizeof(item->basename));
2456                 item->base = dyntexture; // either NULL or dyntexture handle
2457                 item->textureflags = textureflags;
2458                 item->comparewidth = comparewidth;
2459                 item->compareheight = compareheight;
2460                 item->comparecrc = comparecrc;
2461                 item->next = r_skinframe.hash[hashindex];
2462                 r_skinframe.hash[hashindex] = item;
2463         }
2464         else if( item->base == NULL )
2465         {
2466                 rtexture_t *dyntexture;
2467                 // check whether its a dynamic texture
2468                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2469                 dyntexture = CL_GetDynTexture( basename );
2470                 item->base = dyntexture; // either NULL or dyntexture handle
2471         }
2472
2473         R_SkinFrame_MarkUsed(item);
2474         return item;
2475 }
2476
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2478         { \
2479                 unsigned long long avgcolor[5], wsum; \
2480                 int pix, comp, w; \
2481                 avgcolor[0] = 0; \
2482                 avgcolor[1] = 0; \
2483                 avgcolor[2] = 0; \
2484                 avgcolor[3] = 0; \
2485                 avgcolor[4] = 0; \
2486                 wsum = 0; \
2487                 for(pix = 0; pix < cnt; ++pix) \
2488                 { \
2489                         w = 0; \
2490                         for(comp = 0; comp < 3; ++comp) \
2491                                 w += getpixel; \
2492                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2493                         { \
2494                                 ++wsum; \
2495                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2496                                 w = getpixel; \
2497                                 for(comp = 0; comp < 3; ++comp) \
2498                                         avgcolor[comp] += getpixel * w; \
2499                                 avgcolor[3] += w; \
2500                         } \
2501                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502                         avgcolor[4] += getpixel; \
2503                 } \
2504                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2505                         avgcolor[3] = 1; \
2506                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2510         }
2511
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2513 {
2514         int j;
2515         unsigned char *pixels;
2516         unsigned char *bumppixels;
2517         unsigned char *basepixels = NULL;
2518         int basepixels_width;
2519         int basepixels_height;
2520         skinframe_t *skinframe;
2521
2522         if (cls.state == ca_dedicated)
2523                 return NULL;
2524
2525         // return an existing skinframe if already loaded
2526         // if loading of the first image fails, don't make a new skinframe as it
2527         // would cause all future lookups of this to be missing
2528         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529         if (skinframe && skinframe->base)
2530                 return skinframe;
2531
2532         basepixels = loadimagepixelsbgra(name, complain, true);
2533         if (basepixels == NULL)
2534                 return NULL;
2535
2536         if (developer_loading.integer)
2537                 Con_Printf("loading skin \"%s\"\n", name);
2538
2539         // we've got some pixels to store, so really allocate this new texture now
2540         if (!skinframe)
2541                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542         skinframe->stain = NULL;
2543         skinframe->merged = NULL;
2544         skinframe->base = r_texture_notexture;
2545         skinframe->pants = NULL;
2546         skinframe->shirt = NULL;
2547         skinframe->nmap = r_texture_blanknormalmap;
2548         skinframe->gloss = NULL;
2549         skinframe->glow = NULL;
2550         skinframe->fog = NULL;
2551         skinframe->hasalpha = false;
2552
2553         basepixels_width = image_width;
2554         basepixels_height = image_height;
2555         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2556
2557         if (textureflags & TEXF_ALPHA)
2558         {
2559                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2560                 {
2561                         if (basepixels[j] < 255)
2562                         {
2563                                 skinframe->hasalpha = true;
2564                                 break;
2565                         }
2566                 }
2567                 if (r_loadfog && skinframe->hasalpha)
2568                 {
2569                         // has transparent pixels
2570                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571                         for (j = 0;j < image_width * image_height * 4;j += 4)
2572                         {
2573                                 pixels[j+0] = 255;
2574                                 pixels[j+1] = 255;
2575                                 pixels[j+2] = 255;
2576                                 pixels[j+3] = basepixels[j+3];
2577                         }
2578                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2579                         Mem_Free(pixels);
2580                 }
2581         }
2582
2583         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2585
2586         // _norm is the name used by tenebrae and has been adopted as standard
2587         if (r_loadnormalmap)
2588         {
2589                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2590                 {
2591                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2592                         Mem_Free(pixels);
2593                         pixels = NULL;
2594                 }
2595                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2596                 {
2597                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2600                         Mem_Free(pixels);
2601                         Mem_Free(bumppixels);
2602                 }
2603                 else if (r_shadow_bumpscale_basetexture.value > 0)
2604                 {
2605                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2608                         Mem_Free(pixels);
2609                 }
2610         }
2611         // _luma is supported for tenebrae compatibility
2612         // (I think it's a very stupid name, but oh well)
2613         // _glow is the preferred name
2614         if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2615         if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2616         if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2617         if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2618
2619         if (basepixels)
2620                 Mem_Free(basepixels);
2621
2622         return skinframe;
2623 }
2624
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2627 {
2628         int i;
2629         unsigned char *temp1, *temp2;
2630         skinframe_t *skinframe;
2631
2632         if (cls.state == ca_dedicated)
2633                 return NULL;
2634
2635         // if already loaded just return it, otherwise make a new skinframe
2636         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637         if (skinframe && skinframe->base)
2638                 return skinframe;
2639
2640         skinframe->stain = NULL;
2641         skinframe->merged = NULL;
2642         skinframe->base = r_texture_notexture;
2643         skinframe->pants = NULL;
2644         skinframe->shirt = NULL;
2645         skinframe->nmap = r_texture_blanknormalmap;
2646         skinframe->gloss = NULL;
2647         skinframe->glow = NULL;
2648         skinframe->fog = NULL;
2649         skinframe->hasalpha = false;
2650
2651         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2652         if (!skindata)
2653                 return NULL;
2654
2655         if (developer_loading.integer)
2656                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2657
2658         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2659         {
2660                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661                 temp2 = temp1 + width * height * 4;
2662                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2664                 Mem_Free(temp1);
2665         }
2666         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667         if (textureflags & TEXF_ALPHA)
2668         {
2669                 for (i = 3;i < width * height * 4;i += 4)
2670                 {
2671                         if (skindata[i] < 255)
2672                         {
2673                                 skinframe->hasalpha = true;
2674                                 break;
2675                         }
2676                 }
2677                 if (r_loadfog && skinframe->hasalpha)
2678                 {
2679                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680                         memcpy(fogpixels, skindata, width * height * 4);
2681                         for (i = 0;i < width * height * 4;i += 4)
2682                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684                         Mem_Free(fogpixels);
2685                 }
2686         }
2687
2688         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2690
2691         return skinframe;
2692 }
2693
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2695 {
2696         int i;
2697         int featuresmask;
2698         skinframe_t *skinframe;
2699
2700         if (cls.state == ca_dedicated)
2701                 return NULL;
2702
2703         // if already loaded just return it, otherwise make a new skinframe
2704         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705         if (skinframe && skinframe->base)
2706                 return skinframe;
2707
2708         skinframe->stain = NULL;
2709         skinframe->merged = NULL;
2710         skinframe->base = r_texture_notexture;
2711         skinframe->pants = NULL;
2712         skinframe->shirt = NULL;
2713         skinframe->nmap = r_texture_blanknormalmap;
2714         skinframe->gloss = NULL;
2715         skinframe->glow = NULL;
2716         skinframe->fog = NULL;
2717         skinframe->hasalpha = false;
2718
2719         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2720         if (!skindata)
2721                 return NULL;
2722
2723         if (developer_loading.integer)
2724                 Con_Printf("loading quake skin \"%s\"\n", name);
2725
2726         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728         memcpy(skinframe->qpixels, skindata, width*height);
2729         skinframe->qwidth = width;
2730         skinframe->qheight = height;
2731
2732         featuresmask = 0;
2733         for (i = 0;i < width * height;i++)
2734                 featuresmask |= palette_featureflags[skindata[i]];
2735
2736         skinframe->hasalpha = false;
2737         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739         skinframe->qgeneratemerged = true;
2740         skinframe->qgeneratebase = skinframe->qhascolormapping;
2741         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2742
2743         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2745
2746         return skinframe;
2747 }
2748
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2750 {
2751         int width;
2752         int height;
2753         unsigned char *skindata;
2754
2755         if (!skinframe->qpixels)
2756                 return;
2757
2758         if (!skinframe->qhascolormapping)
2759                 colormapped = false;
2760
2761         if (colormapped)
2762         {
2763                 if (!skinframe->qgeneratebase)
2764                         return;
2765         }
2766         else
2767         {
2768                 if (!skinframe->qgeneratemerged)
2769                         return;
2770         }
2771
2772         width = skinframe->qwidth;
2773         height = skinframe->qheight;
2774         skindata = skinframe->qpixels;
2775
2776         if (skinframe->qgeneratenmap)
2777         {
2778                 unsigned char *temp1, *temp2;
2779                 skinframe->qgeneratenmap = false;
2780                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781                 temp2 = temp1 + width * height * 4;
2782                 // use either a custom palette or the quake palette
2783                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2786                 Mem_Free(temp1);
2787         }
2788
2789         if (skinframe->qgenerateglow)
2790         {
2791                 skinframe->qgenerateglow = false;
2792                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2793         }
2794
2795         if (colormapped)
2796         {
2797                 skinframe->qgeneratebase = false;
2798                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2801         }
2802         else
2803         {
2804                 skinframe->qgeneratemerged = false;
2805                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2806         }
2807
2808         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2809         {
2810                 Mem_Free(skinframe->qpixels);
2811                 skinframe->qpixels = NULL;
2812         }
2813 }
2814
2815 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2816 {
2817         int i;
2818         skinframe_t *skinframe;
2819
2820         if (cls.state == ca_dedicated)
2821                 return NULL;
2822
2823         // if already loaded just return it, otherwise make a new skinframe
2824         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825         if (skinframe && skinframe->base)
2826                 return skinframe;
2827
2828         skinframe->stain = NULL;
2829         skinframe->merged = NULL;
2830         skinframe->base = r_texture_notexture;
2831         skinframe->pants = NULL;
2832         skinframe->shirt = NULL;
2833         skinframe->nmap = r_texture_blanknormalmap;
2834         skinframe->gloss = NULL;
2835         skinframe->glow = NULL;
2836         skinframe->fog = NULL;
2837         skinframe->hasalpha = false;
2838
2839         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2840         if (!skindata)
2841                 return NULL;
2842
2843         if (developer_loading.integer)
2844                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2845
2846         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847         if (textureflags & TEXF_ALPHA)
2848         {
2849                 for (i = 0;i < width * height;i++)
2850                 {
2851                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2852                         {
2853                                 skinframe->hasalpha = true;
2854                                 break;
2855                         }
2856                 }
2857                 if (r_loadfog && skinframe->hasalpha)
2858                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2859         }
2860
2861         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2863
2864         return skinframe;
2865 }
2866
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2868 {
2869         skinframe_t *skinframe;
2870
2871         if (cls.state == ca_dedicated)
2872                 return NULL;
2873
2874         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875         skinframe->stain = NULL;
2876         skinframe->merged = NULL;
2877         skinframe->base = r_texture_notexture;
2878         skinframe->pants = NULL;
2879         skinframe->shirt = NULL;
2880         skinframe->nmap = r_texture_blanknormalmap;
2881         skinframe->gloss = NULL;
2882         skinframe->glow = NULL;
2883         skinframe->fog = NULL;
2884         skinframe->hasalpha = false;
2885
2886         skinframe->avgcolor[0] = rand() / RAND_MAX;
2887         skinframe->avgcolor[1] = rand() / RAND_MAX;
2888         skinframe->avgcolor[2] = rand() / RAND_MAX;
2889         skinframe->avgcolor[3] = 1;
2890
2891         return skinframe;
2892 }
2893
2894 void R_Main_FreeViewCache(void)
2895 {
2896         if (r_refdef.viewcache.entityvisible)
2897                 Mem_Free(r_refdef.viewcache.entityvisible);
2898         if (r_refdef.viewcache.world_pvsbits)
2899                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900         if (r_refdef.viewcache.world_leafvisible)
2901                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902         if (r_refdef.viewcache.world_surfacevisible)
2903                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2905 }
2906
2907 void R_Main_ResizeViewCache(void)
2908 {
2909         int numentities = r_refdef.scene.numentities;
2910         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914         if (r_refdef.viewcache.maxentities < numentities)
2915         {
2916                 r_refdef.viewcache.maxentities = numentities;
2917                 if (r_refdef.viewcache.entityvisible)
2918                         Mem_Free(r_refdef.viewcache.entityvisible);
2919                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2920         }
2921         if (r_refdef.viewcache.world_numclusters != numclusters)
2922         {
2923                 r_refdef.viewcache.world_numclusters = numclusters;
2924                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925                 if (r_refdef.viewcache.world_pvsbits)
2926                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2927                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2928         }
2929         if (r_refdef.viewcache.world_numleafs != numleafs)
2930         {
2931                 r_refdef.viewcache.world_numleafs = numleafs;
2932                 if (r_refdef.viewcache.world_leafvisible)
2933                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2934                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2935         }
2936         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2937         {
2938                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939                 if (r_refdef.viewcache.world_surfacevisible)
2940                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2942         }
2943 }
2944
2945 void gl_main_start(void)
2946 {
2947         switch(vid.renderpath)
2948         {
2949         case RENDERPATH_GL20:
2950                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951                 Cvar_SetValueQuick(&gl_combine, 1);
2952                 Cvar_SetValueQuick(&r_glsl, 1);
2953                 r_loadnormalmap = true;
2954                 r_loadgloss = true;
2955                 r_loadfog = false;
2956                 break;
2957         case RENDERPATH_GL13:
2958                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959                 Cvar_SetValueQuick(&gl_combine, 1);
2960                 Cvar_SetValueQuick(&r_glsl, 0);
2961                 r_loadnormalmap = false;
2962                 r_loadgloss = false;
2963                 r_loadfog = true;
2964                 break;
2965         case RENDERPATH_GL11:
2966                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967                 Cvar_SetValueQuick(&gl_combine, 0);
2968                 Cvar_SetValueQuick(&r_glsl, 0);
2969                 r_loadnormalmap = false;
2970                 r_loadgloss = false;
2971                 r_loadfog = true;
2972                 break;
2973         }
2974
2975         R_AnimCache_Free();
2976         R_FrameData_Reset();
2977
2978         r_numqueries = 0;
2979         r_maxqueries = 0;
2980         memset(r_queries, 0, sizeof(r_queries));
2981
2982         r_qwskincache = NULL;
2983         r_qwskincache_size = 0;
2984
2985         // set up r_skinframe loading system for textures
2986         memset(&r_skinframe, 0, sizeof(r_skinframe));
2987         r_skinframe.loadsequence = 1;
2988         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2989
2990         r_main_texturepool = R_AllocTexturePool();
2991         R_BuildBlankTextures();
2992         R_BuildNoTexture();
2993         if (vid.support.arb_texture_cube_map)
2994         {
2995                 R_BuildWhiteCube();
2996                 R_BuildNormalizationCube();
2997         }
2998         r_texture_fogattenuation = NULL;
2999         r_texture_gammaramps = NULL;
3000         //r_texture_fogintensity = NULL;
3001         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002         memset(&r_waterstate, 0, sizeof(r_waterstate));
3003         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005         memset(&r_svbsp, 0, sizeof (r_svbsp));
3006
3007         r_refdef.fogmasktable_density = 0;
3008 }
3009
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3012 {
3013         R_AnimCache_Free();
3014         R_FrameData_Reset();
3015
3016         R_Main_FreeViewCache();
3017
3018         if (r_maxqueries)
3019                 qglDeleteQueriesARB(r_maxqueries, r_queries);
3020
3021         r_numqueries = 0;
3022         r_maxqueries = 0;
3023         memset(r_queries, 0, sizeof(r_queries));
3024
3025         r_qwskincache = NULL;
3026         r_qwskincache_size = 0;
3027
3028         // clear out the r_skinframe state
3029         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030         memset(&r_skinframe, 0, sizeof(r_skinframe));
3031
3032         if (r_svbsp.nodes)
3033                 Mem_Free(r_svbsp.nodes);
3034         memset(&r_svbsp, 0, sizeof (r_svbsp));
3035         R_FreeTexturePool(&r_main_texturepool);
3036         loadingscreentexture = NULL;
3037         r_texture_blanknormalmap = NULL;
3038         r_texture_white = NULL;
3039         r_texture_grey128 = NULL;
3040         r_texture_black = NULL;
3041         r_texture_whitecube = NULL;
3042         r_texture_normalizationcube = NULL;
3043         r_texture_fogattenuation = NULL;
3044         r_texture_gammaramps = NULL;
3045         //r_texture_fogintensity = NULL;
3046         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047         memset(&r_waterstate, 0, sizeof(r_waterstate));
3048         R_GLSL_Restart_f();
3049 }
3050
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3053 {
3054         // FIXME: move this code to client
3055         int l;
3056         char *entities, entname[MAX_QPATH];
3057         if (r_qwskincache)
3058                 Mem_Free(r_qwskincache);
3059         r_qwskincache = NULL;
3060         r_qwskincache_size = 0;
3061         if (cl.worldmodel)
3062         {
3063                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064                 l = (int)strlen(entname) - 4;
3065                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3066                 {
3067                         memcpy(entname + l, ".ent", 5);
3068                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3069                         {
3070                                 CL_ParseEntityLump(entities);
3071                                 Mem_Free(entities);
3072                                 return;
3073                         }
3074                 }
3075                 if (cl.worldmodel->brush.entities)
3076                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3077         }
3078         R_Main_FreeViewCache();
3079
3080         R_FrameData_Reset();
3081 }
3082
3083 void GL_Main_Init(void)
3084 {
3085         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3086
3087         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090         if (gamemode == GAME_NEHAHRA)
3091         {
3092                 Cvar_RegisterVariable (&gl_fogenable);
3093                 Cvar_RegisterVariable (&gl_fogdensity);
3094                 Cvar_RegisterVariable (&gl_fogred);
3095                 Cvar_RegisterVariable (&gl_foggreen);
3096                 Cvar_RegisterVariable (&gl_fogblue);
3097                 Cvar_RegisterVariable (&gl_fogstart);
3098                 Cvar_RegisterVariable (&gl_fogend);
3099                 Cvar_RegisterVariable (&gl_skyclip);
3100         }
3101         Cvar_RegisterVariable(&r_motionblur);
3102         Cvar_RegisterVariable(&r_motionblur_maxblur);
3103         Cvar_RegisterVariable(&r_motionblur_bmin);
3104         Cvar_RegisterVariable(&r_motionblur_vmin);
3105         Cvar_RegisterVariable(&r_motionblur_vmax);
3106         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107         Cvar_RegisterVariable(&r_motionblur_randomize);
3108         Cvar_RegisterVariable(&r_damageblur);
3109         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111         Cvar_RegisterVariable(&r_equalize_entities_by);
3112         Cvar_RegisterVariable(&r_equalize_entities_to);
3113         Cvar_RegisterVariable(&r_depthfirst);
3114         Cvar_RegisterVariable(&r_useinfinitefarclip);
3115         Cvar_RegisterVariable(&r_farclip_base);
3116         Cvar_RegisterVariable(&r_farclip_world);
3117         Cvar_RegisterVariable(&r_nearclip);
3118         Cvar_RegisterVariable(&r_showbboxes);
3119         Cvar_RegisterVariable(&r_showsurfaces);
3120         Cvar_RegisterVariable(&r_showtris);
3121         Cvar_RegisterVariable(&r_shownormals);
3122         Cvar_RegisterVariable(&r_showlighting);
3123         Cvar_RegisterVariable(&r_showshadowvolumes);
3124         Cvar_RegisterVariable(&r_showcollisionbrushes);
3125         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127         Cvar_RegisterVariable(&r_showdisabledepthtest);
3128         Cvar_RegisterVariable(&r_drawportals);
3129         Cvar_RegisterVariable(&r_drawentities);
3130         Cvar_RegisterVariable(&r_cullentities_trace);
3131         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135         Cvar_RegisterVariable(&r_drawviewmodel);
3136         Cvar_RegisterVariable(&r_speeds);
3137         Cvar_RegisterVariable(&r_fullbrights);
3138         Cvar_RegisterVariable(&r_wateralpha);
3139         Cvar_RegisterVariable(&r_dynamic);
3140         Cvar_RegisterVariable(&r_fullbright);
3141         Cvar_RegisterVariable(&r_shadows);
3142         Cvar_RegisterVariable(&r_shadows_darken);
3143         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145         Cvar_RegisterVariable(&r_shadows_throwdistance);
3146         Cvar_RegisterVariable(&r_shadows_throwdirection);
3147         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152         Cvar_RegisterVariable(&r_fog_exp2);
3153         Cvar_RegisterVariable(&r_drawfog);
3154         Cvar_RegisterVariable(&r_textureunits);
3155         Cvar_RegisterVariable(&gl_combine);
3156         Cvar_RegisterVariable(&r_glsl);
3157         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161         Cvar_RegisterVariable(&r_glsl_postprocess);
3162         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166         Cvar_RegisterVariable(&r_water);
3167         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168         Cvar_RegisterVariable(&r_water_clippingplanebias);
3169         Cvar_RegisterVariable(&r_water_refractdistort);
3170         Cvar_RegisterVariable(&r_water_reflectdistort);
3171         Cvar_RegisterVariable(&r_lerpsprites);
3172         Cvar_RegisterVariable(&r_lerpmodels);
3173         Cvar_RegisterVariable(&r_lerplightstyles);
3174         Cvar_RegisterVariable(&r_waterscroll);
3175         Cvar_RegisterVariable(&r_bloom);
3176         Cvar_RegisterVariable(&r_bloom_colorscale);
3177         Cvar_RegisterVariable(&r_bloom_brighten);
3178         Cvar_RegisterVariable(&r_bloom_blur);
3179         Cvar_RegisterVariable(&r_bloom_resolution);
3180         Cvar_RegisterVariable(&r_bloom_colorexponent);
3181         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182         Cvar_RegisterVariable(&r_hdr);
3183         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184         Cvar_RegisterVariable(&r_hdr_glowintensity);
3185         Cvar_RegisterVariable(&r_hdr_range);
3186         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187         Cvar_RegisterVariable(&developer_texturelogging);
3188         Cvar_RegisterVariable(&gl_lightmaps);
3189         Cvar_RegisterVariable(&r_test);
3190         Cvar_RegisterVariable(&r_batchmode);
3191         Cvar_RegisterVariable(&r_glsl_saturation);
3192         Cvar_RegisterVariable(&r_framedatasize);
3193         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194                 Cvar_SetValue("r_fullbrights", 0);
3195         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3196
3197         Cvar_RegisterVariable(&r_track_sprites);
3198         Cvar_RegisterVariable(&r_track_sprites_flags);
3199         Cvar_RegisterVariable(&r_track_sprites_scalew);
3200         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3201 }
3202
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3215
3216 void Render_Init(void)
3217 {
3218         gl_backend_init();
3219         R_Textures_Init();
3220         GL_Main_Init();
3221         GL_Draw_Init();
3222         R_Shadow_Init();
3223         R_Sky_Init();
3224         GL_Surf_Init();
3225         Sbar_Init();
3226         R_Particles_Init();
3227         R_Explosion_Init();
3228         R_LightningBeams_Init();
3229         Mod_RenderInit();
3230 }
3231
3232 /*
3233 ===============
3234 GL_Init
3235 ===============
3236 */
3237 extern char *ENGINE_EXTENSIONS;
3238 void GL_Init (void)
3239 {
3240         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3241         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3242         gl_version = (const char *)qglGetString(GL_VERSION);
3243         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3244
3245         if (!gl_extensions)
3246                 gl_extensions = "";
3247         if (!gl_platformextensions)
3248                 gl_platformextensions = "";
3249
3250         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3251         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3252         Con_Printf("GL_VERSION: %s\n", gl_version);
3253         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3254         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3255
3256         VID_CheckExtensions();
3257
3258         // LordHavoc: report supported extensions
3259         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3260
3261         // clear to black (loading plaque will be seen over this)
3262         CHECKGLERROR
3263         qglClearColor(0,0,0,1);CHECKGLERROR
3264         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3265 }
3266
3267 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3268 {
3269         int i;
3270         mplane_t *p;
3271         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3272         {
3273                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3274                 if (i == 4)
3275                         continue;
3276                 p = r_refdef.view.frustum + i;
3277                 switch(p->signbits)
3278                 {
3279                 default:
3280                 case 0:
3281                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3282                                 return true;
3283                         break;
3284                 case 1:
3285                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3286                                 return true;
3287                         break;
3288                 case 2:
3289                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3290                                 return true;
3291                         break;
3292                 case 3:
3293                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3294                                 return true;
3295                         break;
3296                 case 4:
3297                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3298                                 return true;
3299                         break;
3300                 case 5:
3301                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3302                                 return true;
3303                         break;
3304                 case 6:
3305                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3306                                 return true;
3307                         break;
3308                 case 7:
3309                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3310                                 return true;
3311                         break;
3312                 }
3313         }
3314         return false;
3315 }
3316
3317 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3318 {
3319         int i;
3320         const mplane_t *p;
3321         for (i = 0;i < numplanes;i++)
3322         {
3323                 p = planes + i;
3324                 switch(p->signbits)
3325                 {
3326                 default:
3327                 case 0:
3328                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3329                                 return true;
3330                         break;
3331                 case 1:
3332                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3333                                 return true;
3334                         break;
3335                 case 2:
3336                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3337                                 return true;
3338                         break;
3339                 case 3:
3340                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3341                                 return true;
3342                         break;
3343                 case 4:
3344                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3345                                 return true;
3346                         break;
3347                 case 5:
3348                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3349                                 return true;
3350                         break;
3351                 case 6:
3352                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3353                                 return true;
3354                         break;
3355                 case 7:
3356                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3357                                 return true;
3358                         break;
3359                 }
3360         }
3361         return false;
3362 }
3363
3364 //==================================================================================
3365
3366 // LordHavoc: this stores temporary data used within the same frame
3367
3368 qboolean r_framedata_failed;
3369 static size_t r_framedata_size;
3370 static size_t r_framedata_current;
3371 static void *r_framedata_base;
3372
3373 void R_FrameData_Reset(void)
3374 {
3375         if (r_framedata_base);
3376                 Mem_Free(r_framedata_base);
3377         r_framedata_base = NULL;
3378         r_framedata_size = 0;
3379         r_framedata_current = 0;
3380 }
3381
3382 void R_FrameData_NewFrame(void)
3383 {
3384         size_t wantedsize;
3385         if (r_framedata_failed)
3386                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value * 1.25f);
3387         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3388         wantedsize = bound(65536, wantedsize, 128*1024*1024);
3389         if (r_framedata_size < wantedsize)
3390         {
3391                 r_framedata_size = wantedsize;
3392                 if (!r_framedata_base)
3393                         r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3394         }
3395         r_framedata_current = 0;
3396         r_framedata_failed = false;
3397 }
3398
3399 void *R_FrameData_Alloc(size_t size)
3400 {
3401         void *data;
3402
3403         // align to 16 byte boundary
3404         size = (size + 15) & ~15;
3405         data = r_framedata_base + r_framedata_current;
3406         r_framedata_current += size;
3407
3408         // check overflow
3409         if (r_framedata_current > r_framedata_size)
3410                 r_framedata_failed = true;
3411
3412         // return NULL on everything after a failure
3413         if (r_framedata_failed)
3414                 return NULL;
3415
3416         return data;
3417 }
3418
3419 void *R_FrameData_Store(size_t size, void *data)
3420 {
3421         void *d = R_FrameData_Alloc(size);
3422         if (d)
3423                 memcpy(d, data, size);
3424         return d;
3425 }
3426
3427 //==================================================================================
3428
3429 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3430
3431 /**
3432  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3433  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3434  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3435  */
3436
3437 typedef struct r_animcache_entity_s
3438 {
3439         float *vertex3f;
3440         float *normal3f;
3441         float *svector3f;
3442         float *tvector3f;
3443 }
3444 r_animcache_entity_t;
3445
3446 typedef struct r_animcache_s
3447 {
3448         r_animcache_entity_t entity[MAX_EDICTS];
3449         int maxindex;
3450         int currentindex;
3451 }
3452 r_animcache_t;
3453
3454 static r_animcache_t r_animcachestate;
3455
3456 void R_AnimCache_Free(void)
3457 {
3458         memset(&r_animcachestate, 0, sizeof(r_animcachestate));
3459 }
3460
3461 void R_AnimCache_ClearCache(void)
3462 {
3463         int i;
3464         entity_render_t *ent;
3465
3466         r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3467         r_animcachestate.currentindex = 0;
3468
3469         for (i = 0;i < r_refdef.scene.numentities;i++)
3470         {
3471                 ent = r_refdef.scene.entities[i];
3472                 ent->animcacheindex = -1;
3473         }
3474 }
3475
3476 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3477 {
3478         dp_model_t *model = ent->model;
3479         r_animcache_entity_t *c;
3480         int numvertices;
3481         // see if it's already cached this frame
3482         if (ent->animcacheindex >= 0)
3483         {
3484                 // add normals/tangents if needed
3485                 if (wantnormals || wanttangents)
3486                 {
3487                         c = r_animcachestate.entity + ent->animcacheindex;
3488                         if (c->normal3f)
3489                                 wantnormals = false;
3490                         if (c->svector3f)
3491                                 wanttangents = false;
3492                         if (wantnormals || wanttangents)
3493                         {
3494                                 numvertices = model->surfmesh.num_vertices;
3495                                 if (wantnormals)
3496                                         c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3497                                 if (wanttangents)
3498                                 {
3499                                         c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3500                                         c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3501                                 }
3502                                 if (!r_framedata_failed)
3503                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3504                         }
3505                 }
3506         }
3507         else
3508         {
3509                 // see if this ent is worth caching
3510                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3511                         return false;
3512                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3513                         return false;
3514                 // assign it a cache entry and get some temp memory
3515                 ent->animcacheindex = r_animcachestate.currentindex++;
3516                 c = r_animcachestate.entity + ent->animcacheindex;
3517                 numvertices = model->surfmesh.num_vertices;
3518                 memset(c, 0, sizeof(*c));
3519                 c->vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3520                 if (wantnormals)
3521                         c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3522                 if (wanttangents)
3523                 {
3524                         c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3525                         c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3526                 }
3527                 if (!r_framedata_failed)
3528                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, c->normal3f, c->svector3f, c->tvector3f);
3529         }
3530         return !r_framedata_failed;
3531 }
3532
3533 void R_AnimCache_CacheVisibleEntities(void)
3534 {
3535         int i;
3536         entity_render_t *ent;
3537         qboolean wantnormals = !r_showsurfaces.integer;
3538         qboolean wanttangents = !r_showsurfaces.integer;
3539
3540         switch(vid.renderpath)
3541         {
3542         case RENDERPATH_GL20:
3543                 break;
3544         case RENDERPATH_GL13:
3545         case RENDERPATH_GL11:
3546                 wanttangents = false;
3547                 break;
3548         }
3549
3550         // TODO: thread this
3551
3552         for (i = 0;i < r_refdef.scene.numentities;i++)
3553         {
3554                 if (!r_refdef.viewcache.entityvisible[i])
3555                         continue;
3556                 ent = r_refdef.scene.entities[i];
3557                 if (ent->animcacheindex >= 0)
3558                         continue;
3559                 R_AnimCache_GetEntity(ent, wantnormals, wanttangents);
3560         }
3561 }
3562
3563 //==================================================================================
3564
3565 static void R_View_UpdateEntityLighting (void)
3566 {
3567         int i;
3568         entity_render_t *ent;
3569         vec3_t tempdiffusenormal, avg;
3570         vec_t f, fa, fd, fdd;
3571
3572         for (i = 0;i < r_refdef.scene.numentities;i++)
3573         {
3574                 ent = r_refdef.scene.entities[i];
3575
3576                 // skip unseen models
3577                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3578                         continue;
3579
3580                 // skip bsp models
3581                 if (ent->model && ent->model->brush.num_leafs)
3582                 {
3583                         // TODO: use modellight for r_ambient settings on world?
3584                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3585                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3586                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3587                         continue;
3588                 }
3589
3590                 // fetch the lighting from the worldmodel data
3591                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3592                 VectorClear(ent->modellight_diffuse);
3593                 VectorClear(tempdiffusenormal);
3594                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3595                 {
3596                         vec3_t org;
3597                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3598                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3599                         if(ent->flags & RENDER_EQUALIZE)
3600                         {
3601                                 // first fix up ambient lighting...
3602                                 if(r_equalize_entities_minambient.value > 0)
3603                                 {
3604                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3605                                         if(fd > 0)
3606                                         {
3607                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3608                                                 if(fa < r_equalize_entities_minambient.value * fd)
3609                                                 {
3610                                                         // solve:
3611                                                         //   fa'/fd' = minambient
3612                                                         //   fa'+0.25*fd' = fa+0.25*fd
3613                                                         //   ...
3614                                                         //   fa' = fd' * minambient
3615                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3616                                                         //   ...
3617                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3618                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3619                                                         //   ...
3620                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3621                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3622                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3623                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3624                                                 }
3625                                         }
3626                                 }
3627
3628                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3629                                 {
3630                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3631                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3632                                         if(f > 0)
3633                                         {
3634                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3635                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3636                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3637                                         }
3638                                 }
3639                         }
3640                 }
3641                 else // highly rare
3642                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3643
3644                 // move the light direction into modelspace coordinates for lighting code
3645                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3646                 if(VectorLength2(ent->modellight_lightdir) == 0)
3647                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3648                 VectorNormalize(ent->modellight_lightdir);
3649         }
3650 }
3651
3652 #define MAX_LINEOFSIGHTTRACES 64
3653
3654 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3655 {
3656         int i;
3657         vec3_t boxmins, boxmaxs;
3658         vec3_t start;
3659         vec3_t end;
3660         dp_model_t *model = r_refdef.scene.worldmodel;
3661
3662         if (!model || !model->brush.TraceLineOfSight)
3663                 return true;
3664
3665         // expand the box a little
3666         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3667         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3668         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3669         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3670         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3671         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3672
3673         // try center
3674         VectorCopy(eye, start);
3675         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3676         if (model->brush.TraceLineOfSight(model, start, end))
3677                 return true;
3678
3679         // try various random positions
3680         for (i = 0;i < numsamples;i++)
3681         {
3682                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3683                 if (model->brush.TraceLineOfSight(model, start, end))
3684                         return true;
3685         }
3686
3687         return false;
3688 }
3689
3690
3691 static void R_View_UpdateEntityVisible (void)
3692 {
3693         int i;
3694         int renderimask;
3695         int samples;
3696         entity_render_t *ent;
3697
3698         if (!r_drawentities.integer)
3699                 return;
3700
3701         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3702         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3703         {
3704                 // worldmodel can check visibility
3705                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3706                 for (i = 0;i < r_refdef.scene.numentities;i++)
3707                 {
3708                         ent = r_refdef.scene.entities[i];
3709                         if (!(ent->flags & renderimask))
3710                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3711                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3712                                 r_refdef.viewcache.entityvisible[i] = true;
3713                 }
3714                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3715                 {
3716                         for (i = 0;i < r_refdef.scene.numentities;i++)
3717                         {
3718                                 ent = r_refdef.scene.entities[i];
3719                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3720                                 {
3721                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3722                                         if (samples < 0)
3723                                                 continue; // temp entities do pvs only
3724                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3725                                                 ent->last_trace_visibility = realtime;
3726                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3727                                                 r_refdef.viewcache.entityvisible[i] = 0;
3728                                 }
3729                         }
3730                 }
3731         }
3732         else
3733         {
3734                 // no worldmodel or it can't check visibility
3735                 for (i = 0;i < r_refdef.scene.numentities;i++)
3736                 {
3737                         ent = r_refdef.scene.entities[i];
3738                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3739                 }
3740         }
3741 }
3742
3743 /// only used if skyrendermasked, and normally returns false
3744 int R_DrawBrushModelsSky (void)
3745 {
3746         int i, sky;
3747         entity_render_t *ent;
3748
3749         if (!r_drawentities.integer)
3750                 return false;
3751
3752         sky = false;
3753         for (i = 0;i < r_refdef.scene.numentities;i++)
3754         {
3755                 if (!r_refdef.viewcache.entityvisible[i])
3756                         continue;
3757                 ent = r_refdef.scene.entities[i];
3758                 if (!ent->model || !ent->model->DrawSky)
3759                         continue;
3760                 ent->model->DrawSky(ent);
3761                 sky = true;
3762         }
3763         return sky;
3764 }
3765
3766 static void R_DrawNoModel(entity_render_t *ent);
3767 static void R_DrawModels(void)
3768 {
3769         int i;
3770         entity_render_t *ent;
3771
3772         if (!r_drawentities.integer)
3773                 return;
3774
3775         for (i = 0;i < r_refdef.scene.numentities;i++)
3776         {
3777                 if (!r_refdef.viewcache.entityvisible[i])
3778                         continue;
3779                 ent = r_refdef.scene.entities[i];
3780                 r_refdef.stats.entities++;
3781                 if (ent->model && ent->model->Draw != NULL)
3782                         ent->model->Draw(ent);
3783                 else
3784                         R_DrawNoModel(ent);
3785         }
3786 }
3787
3788 static void R_DrawModelsDepth(void)
3789 {
3790         int i;
3791         entity_render_t *ent;
3792
3793         if (!r_drawentities.integer)
3794                 return;
3795
3796         for (i = 0;i < r_refdef.scene.numentities;i++)
3797         {
3798                 if (!r_refdef.viewcache.entityvisible[i])
3799                         continue;
3800                 ent = r_refdef.scene.entities[i];
3801                 if (ent->model && ent->model->DrawDepth != NULL)
3802                         ent->model->DrawDepth(ent);
3803         }
3804 }
3805
3806 static void R_DrawModelsDebug(void)
3807 {
3808         int i;
3809         entity_render_t *ent;
3810
3811         if (!r_drawentities.integer)
3812                 return;
3813
3814         for (i = 0;i < r_refdef.scene.numentities;i++)
3815         {
3816                 if (!r_refdef.viewcache.entityvisible[i])
3817                         continue;
3818                 ent = r_refdef.scene.entities[i];
3819                 if (ent->model && ent->model->DrawDebug != NULL)
3820                         ent->model->DrawDebug(ent);
3821         }
3822 }
3823
3824 static void R_DrawModelsAddWaterPlanes(void)
3825 {
3826         int i;
3827         entity_render_t *ent;
3828
3829         if (!r_drawentities.integer)
3830                 return;
3831
3832         for (i = 0;i < r_refdef.scene.numentities;i++)
3833         {
3834                 if (!r_refdef.viewcache.entityvisible[i])
3835                         continue;
3836                 ent = r_refdef.scene.entities[i];
3837                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3838                         ent->model->DrawAddWaterPlanes(ent);
3839         }
3840 }
3841
3842 static void R_View_SetFrustum(void)
3843 {
3844         int i;
3845         double slopex, slopey;
3846         vec3_t forward, left, up, origin;
3847
3848         // we can't trust r_refdef.view.forward and friends in reflected scenes
3849         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3850
3851 #if 0
3852         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3853         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3854         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3855         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3856         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3857         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3858         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3859         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3860         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3861         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3862         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3863         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3864 #endif
3865
3866 #if 0
3867         zNear = r_refdef.nearclip;
3868         nudge = 1.0 - 1.0 / (1<<23);
3869         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3870         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3871         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3872         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3873         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3874         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3875         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3876         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3877 #endif
3878
3879
3880
3881 #if 0
3882         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3883         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3884         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3885         r_refdef.view.frustum[0].dist = m[15] - m[12];
3886
3887         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3888         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3889         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3890         r_refdef.view.frustum[1].dist = m[15] + m[12];
3891
3892         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3893         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3894         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3895         r_refdef.view.frustum[2].dist = m[15] - m[13];
3896
3897         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3898         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3899         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3900         r_refdef.view.frustum[3].dist = m[15] + m[13];
3901
3902         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3903         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3904         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3905         r_refdef.view.frustum[4].dist = m[15] - m[14];
3906
3907         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3908         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3909         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3910         r_refdef.view.frustum[5].dist = m[15] + m[14];
3911 #endif
3912
3913         if (r_refdef.view.useperspective)
3914         {
3915                 slopex = 1.0 / r_refdef.view.frustum_x;
3916                 slopey = 1.0 / r_refdef.view.frustum_y;
3917                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3918                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3919                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3920                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3921                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3922
3923                 // Leaving those out was a mistake, those were in the old code, and they
3924                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3925                 // I couldn't reproduce it after adding those normalizations. --blub
3926                 VectorNormalize(r_refdef.view.frustum[0].normal);
3927                 VectorNormalize(r_refdef.view.frustum[1].normal);
3928                 VectorNormalize(r_refdef.view.frustum[2].normal);
3929                 VectorNormalize(r_refdef.view.frustum[3].normal);
3930
3931                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3932                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3933                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3934                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3935                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3936
3937                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3938                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3939                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3940                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3941                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3942         }
3943         else
3944         {
3945                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3946                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3947                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3948                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3949                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3950                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3951                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3952                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3953                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3954                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3955         }
3956         r_refdef.view.numfrustumplanes = 5;
3957
3958         if (r_refdef.view.useclipplane)
3959         {
3960                 r_refdef.view.numfrustumplanes = 6;
3961                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3962         }
3963
3964         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3965                 PlaneClassify(r_refdef.view.frustum + i);
3966
3967         // LordHavoc: note to all quake engine coders, Quake had a special case
3968         // for 90 degrees which assumed a square view (wrong), so I removed it,
3969         // Quake2 has it disabled as well.
3970
3971         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3972         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3973         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3974         //PlaneClassify(&frustum[0]);
3975
3976         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3977         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3978         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3979         //PlaneClassify(&frustum[1]);
3980
3981         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3982         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3983         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3984         //PlaneClassify(&frustum[2]);
3985
3986         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3987         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3988         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3989         //PlaneClassify(&frustum[3]);
3990
3991         // nearclip plane
3992         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3993         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3994         //PlaneClassify(&frustum[4]);
3995 }
3996
3997 void R_View_Update(void)
3998 {
3999         R_Main_ResizeViewCache();
4000         R_View_SetFrustum();
4001         R_View_WorldVisibility(r_refdef.view.useclipplane);
4002         R_View_UpdateEntityVisible();
4003         R_View_UpdateEntityLighting();
4004 }
4005
4006 void R_SetupView(qboolean allowwaterclippingplane)
4007 {
4008         const double *customclipplane = NULL;
4009         double plane[4];
4010         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4011         {
4012                 // LordHavoc: couldn't figure out how to make this approach the
4013                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4014                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4015                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4016                         dist = r_refdef.view.clipplane.dist;
4017                 plane[0] = r_refdef.view.clipplane.normal[0];
4018                 plane[1] = r_refdef.view.clipplane.normal[1];
4019                 plane[2] = r_refdef.view.clipplane.normal[2];
4020                 plane[3] = dist;
4021                 customclipplane = plane;
4022         }
4023
4024         if (!r_refdef.view.useperspective)
4025                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4026         else if (vid.stencil && r_useinfinitefarclip.integer)
4027                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4028         else
4029                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4030         R_SetViewport(&r_refdef.view.viewport);
4031 }
4032
4033 void R_ResetViewRendering2D(void)
4034 {
4035         r_viewport_t viewport;
4036         DrawQ_Finish();
4037
4038         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4039         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
4040         R_SetViewport(&viewport);
4041         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4042         GL_Color(1, 1, 1, 1);
4043         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4044         GL_BlendFunc(GL_ONE, GL_ZERO);
4045         GL_AlphaTest(false);
4046         GL_ScissorTest(false);
4047         GL_DepthMask(false);
4048         GL_DepthRange(0, 1);
4049         GL_DepthTest(false);
4050         R_Mesh_Matrix(&identitymatrix);
4051         R_Mesh_ResetTextureState();
4052         GL_PolygonOffset(0, 0);
4053         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4054         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4055         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4056         qglStencilMask(~0);CHECKGLERROR
4057         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4058         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4059         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4060         R_SetupGenericShader(true);
4061 }
4062
4063 void R_ResetViewRendering3D(void)
4064 {
4065         DrawQ_Finish();
4066
4067         R_SetupView(true);
4068         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4069         GL_Color(1, 1, 1, 1);
4070         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4071         GL_BlendFunc(GL_ONE, GL_ZERO);
4072         GL_AlphaTest(false);
4073         GL_ScissorTest(true);
4074         GL_DepthMask(true);
4075         GL_DepthRange(0, 1);
4076         GL_DepthTest(true);
4077         R_Mesh_Matrix(&identitymatrix);
4078         R_Mesh_ResetTextureState();
4079         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4080         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4081         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4082         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4083         qglStencilMask(~0);CHECKGLERROR
4084         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4085         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4086         GL_CullFace(r_refdef.view.cullface_back);
4087         R_SetupGenericShader(true);
4088 }
4089
4090 void R_RenderScene(void);
4091 void R_RenderWaterPlanes(void);
4092
4093 static void R_Water_StartFrame(void)
4094 {
4095         int i;
4096         int waterwidth, waterheight, texturewidth, textureheight;
4097         r_waterstate_waterplane_t *p;
4098
4099         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4100                 return;
4101
4102         switch(vid.renderpath)
4103         {
4104         case RENDERPATH_GL20:
4105                 break;
4106         case RENDERPATH_GL13:
4107         case RENDERPATH_GL11:
4108                 return;
4109         }
4110
4111         // set waterwidth and waterheight to the water resolution that will be
4112         // used (often less than the screen resolution for faster rendering)
4113         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4114         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4115
4116         // calculate desired texture sizes
4117         // can't use water if the card does not support the texture size
4118         if (!r_water.integer || r_showsurfaces.integer)
4119                 texturewidth = textureheight = waterwidth = waterheight = 0;
4120         else if (vid.support.arb_texture_non_power_of_two)
4121         {
4122                 texturewidth = waterwidth;
4123                 textureheight = waterheight;
4124         }
4125         else
4126         {
4127                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4128                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4129         }
4130
4131         // allocate textures as needed
4132         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4133         {
4134                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4135                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4136                 {
4137                         if (p->texture_refraction)
4138                                 R_FreeTexture(p->texture_refraction);
4139                         p->texture_refraction = NULL;
4140                         if (p->texture_reflection)
4141                                 R_FreeTexture(p->texture_reflection);
4142                         p->texture_reflection = NULL;
4143                 }
4144                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4145                 r_waterstate.texturewidth = texturewidth;
4146                 r_waterstate.textureheight = textureheight;
4147         }
4148
4149         if (r_waterstate.texturewidth)
4150         {
4151                 r_waterstate.enabled = true;
4152
4153                 // when doing a reduced render (HDR) we want to use a smaller area
4154                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4155                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4156
4157                 // set up variables that will be used in shader setup
4158                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4159                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4160                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4161                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4162         }
4163
4164         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4165         r_waterstate.numwaterplanes = 0;
4166 }
4167
4168 void R_Water_AddWaterPlane(msurface_t *surface)
4169 {
4170         int triangleindex, planeindex;
4171         const int *e;
4172         vec3_t vert[3];
4173         vec3_t normal;
4174         vec3_t center;
4175         mplane_t plane;
4176         r_waterstate_waterplane_t *p;
4177         texture_t *t = R_GetCurrentTexture(surface->texture);
4178         // just use the first triangle with a valid normal for any decisions
4179         VectorClear(normal);
4180         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4181         {
4182                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4183                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4184                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4185                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4186                 if (VectorLength2(normal) >= 0.001)
4187                         break;
4188         }
4189
4190         VectorCopy(normal, plane.normal);
4191         VectorNormalize(plane.normal);
4192         plane.dist = DotProduct(vert[0], plane.normal);
4193         PlaneClassify(&plane);
4194         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4195         {
4196                 // skip backfaces (except if nocullface is set)
4197                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4198                         return;
4199                 VectorNegate(plane.normal, plane.normal);
4200                 plane.dist *= -1;
4201                 PlaneClassify(&plane);
4202         }
4203
4204
4205         // find a matching plane if there is one
4206         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4207                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4208                         break;
4209         if (planeindex >= r_waterstate.maxwaterplanes)
4210                 return; // nothing we can do, out of planes
4211
4212         // if this triangle does not fit any known plane rendered this frame, add one
4213         if (planeindex >= r_waterstate.numwaterplanes)
4214         {
4215                 // store the new plane
4216                 r_waterstate.numwaterplanes++;
4217                 p->plane = plane;
4218                 // clear materialflags and pvs
4219                 p->materialflags = 0;
4220                 p->pvsvalid = false;
4221         }
4222         // merge this surface's materialflags into the waterplane
4223         p->materialflags |= t->currentmaterialflags;
4224         // merge this surface's PVS into the waterplane
4225         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4226         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4227          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4228         {
4229                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4230                 p->pvsvalid = true;
4231         }
4232 }
4233
4234 static void R_Water_ProcessPlanes(void)
4235 {
4236         r_refdef_view_t originalview;
4237         r_refdef_view_t myview;
4238         int planeindex;
4239         r_waterstate_waterplane_t *p;
4240
4241         originalview = r_refdef.view;
4242
4243         // make sure enough textures are allocated
4244         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4245         {
4246                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4247                 {
4248                         if (!p->texture_refraction)
4249                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4250                         if (!p->texture_refraction)
4251                                 goto error;
4252                 }
4253
4254                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4255                 {
4256                         if (!p->texture_reflection)
4257                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4258                         if (!p->texture_reflection)
4259                                 goto error;
4260                 }
4261         }
4262
4263         // render views
4264         r_refdef.view = originalview;
4265         r_refdef.view.showdebug = false;
4266         r_refdef.view.width = r_waterstate.waterwidth;
4267         r_refdef.view.height = r_waterstate.waterheight;
4268         r_refdef.view.useclipplane = true;
4269         myview = r_refdef.view;
4270         r_waterstate.renderingscene = true;
4271         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4272         {
4273                 // render the normal view scene and copy into texture
4274                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4275                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4276                 {
4277                         r_refdef.view = myview;
4278                         r_refdef.view.clipplane = p->plane;
4279                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4280                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4281                         PlaneClassify(&r_refdef.view.clipplane);
4282
4283                         R_ResetViewRendering3D();
4284                         R_ClearScreen(r_refdef.fogenabled);
4285                         R_View_Update();
4286                         R_RenderScene();
4287
4288                         // copy view into the screen texture
4289                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4290                         GL_ActiveTexture(0);
4291                         CHECKGLERROR
4292                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4293                 }
4294
4295                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4296                 {
4297                         r_refdef.view = myview;
4298                         // render reflected scene and copy into texture
4299                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4300                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4301                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4302                         r_refdef.view.clipplane = p->plane;
4303                         // reverse the cullface settings for this render
4304                         r_refdef.view.cullface_front = GL_FRONT;
4305                         r_refdef.view.cullface_back = GL_BACK;
4306                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4307                         {
4308                                 r_refdef.view.usecustompvs = true;
4309                                 if (p->pvsvalid)
4310                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4311                                 else
4312                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4313                         }
4314
4315                         R_ResetViewRendering3D();
4316                         R_ClearScreen(r_refdef.fogenabled);
4317                         R_View_Update();
4318                         R_RenderScene();
4319
4320                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4321                         GL_ActiveTexture(0);
4322                         CHECKGLERROR
4323                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4324                 }
4325         }
4326         r_waterstate.renderingscene = false;
4327         r_refdef.view = originalview;
4328         R_ResetViewRendering3D();
4329         R_ClearScreen(r_refdef.fogenabled);
4330         R_View_Update();
4331         return;
4332 error:
4333         r_refdef.view = originalview;
4334         r_waterstate.renderingscene = false;
4335         Cvar_SetValueQuick(&r_water, 0);
4336         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4337         return;
4338 }
4339
4340 void R_Bloom_StartFrame(void)
4341 {
4342         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4343
4344         switch(vid.renderpath)
4345         {
4346         case RENDERPATH_GL20:
4347                 break;
4348         case RENDERPATH_GL13:
4349         case RENDERPATH_GL11:
4350                 return;
4351         }
4352
4353         // set bloomwidth and bloomheight to the bloom resolution that will be
4354         // used (often less than the screen resolution for faster rendering)
4355         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4356         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4357         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4358         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4359         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4360
4361         // calculate desired texture sizes
4362         if (vid.support.arb_texture_non_power_of_two)
4363         {
4364                 screentexturewidth = r_refdef.view.width;
4365                 screentextureheight = r_refdef.view.height;
4366                 bloomtexturewidth = r_bloomstate.bloomwidth;
4367                 bloomtextureheight = r_bloomstate.bloomheight;
4368         }
4369         else
4370         {
4371                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4372                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4373                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4374                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4375         }
4376
4377         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4378         {
4379                 Cvar_SetValueQuick(&r_hdr, 0);
4380                 Cvar_SetValueQuick(&r_bloom, 0);
4381                 Cvar_SetValueQuick(&r_motionblur, 0);
4382                 Cvar_SetValueQuick(&r_damageblur, 0);
4383         }
4384
4385         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4386                 screentexturewidth = screentextureheight = 0;
4387         if (!r_hdr.integer && !r_bloom.integer)
4388                 bloomtexturewidth = bloomtextureheight = 0;
4389
4390         // allocate textures as needed
4391         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4392         {
4393                 if (r_bloomstate.texture_screen)
4394                         R_FreeTexture(r_bloomstate.texture_screen);
4395                 r_bloomstate.texture_screen = NULL;
4396                 r_bloomstate.screentexturewidth = screentexturewidth;
4397                 r_bloomstate.screentextureheight = screentextureheight;
4398                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4399                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4400         }
4401         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4402         {
4403                 if (r_bloomstate.texture_bloom)
4404                         R_FreeTexture(r_bloomstate.texture_bloom);
4405                 r_bloomstate.texture_bloom = NULL;
4406                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4407                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4408                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4409                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4410         }
4411
4412         // when doing a reduced render (HDR) we want to use a smaller area
4413         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4414         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4415         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4416         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4417         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4418
4419         // set up a texcoord array for the full resolution screen image
4420         // (we have to keep this around to copy back during final render)
4421         r_bloomstate.screentexcoord2f[0] = 0;
4422         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4423         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4424         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4425         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4426         r_bloomstate.screentexcoord2f[5] = 0;
4427         r_bloomstate.screentexcoord2f[6] = 0;
4428         r_bloomstate.screentexcoord2f[7] = 0;
4429
4430         // set up a texcoord array for the reduced resolution bloom image
4431         // (which will be additive blended over the screen image)
4432         r_bloomstate.bloomtexcoord2f[0] = 0;
4433         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4434         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4435         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4436         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4437         r_bloomstate.bloomtexcoord2f[5] = 0;
4438         r_bloomstate.bloomtexcoord2f[6] = 0;
4439         r_bloomstate.bloomtexcoord2f[7] = 0;
4440
4441         if (r_hdr.integer || r_bloom.integer)
4442         {
4443                 r_bloomstate.enabled = true;
4444                 r_bloomstate.hdr = r_hdr.integer != 0;
4445         }
4446
4447         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4448 }
4449
4450 void R_Bloom_CopyBloomTexture(float colorscale)
4451 {
4452         r_refdef.stats.bloom++;
4453
4454         // scale down screen texture to the bloom texture size
4455         CHECKGLERROR
4456         R_SetViewport(&r_bloomstate.viewport);
4457         GL_BlendFunc(GL_ONE, GL_ZERO);
4458         GL_Color(colorscale, colorscale, colorscale, 1);
4459         // TODO: optimize with multitexture or GLSL
4460         R_SetupGenericShader(true);
4461         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4462         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4463         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4464         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4465
4466         // we now have a bloom image in the framebuffer
4467         // copy it into the bloom image texture for later processing
4468         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4469         GL_ActiveTexture(0);
4470         CHECKGLERROR
4471         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4472         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4473 }
4474
4475 void R_Bloom_CopyHDRTexture(void)
4476 {
4477         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4478         GL_ActiveTexture(0);
4479         CHECKGLERROR
4480         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4481         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4482 }
4483
4484 void R_Bloom_MakeTexture(void)
4485 {
4486         int x, range, dir;
4487         float xoffset, yoffset, r, brighten;
4488
4489         r_refdef.stats.bloom++;
4490
4491         R_ResetViewRendering2D();
4492         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4493         R_Mesh_ColorPointer(NULL, 0, 0);
4494         R_SetupGenericShader(true);
4495
4496         // we have a bloom image in the framebuffer
4497         CHECKGLERROR
4498         R_SetViewport(&r_bloomstate.viewport);
4499
4500         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4501         {
4502                 x *= 2;
4503                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4504                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4505                 GL_Color(r, r, r, 1);
4506                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4507                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4508                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4509                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4510
4511                 // copy the vertically blurred bloom view to a texture
4512                 GL_ActiveTexture(0);
4513                 CHECKGLERROR
4514                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4515                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4516         }
4517
4518         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4519         brighten = r_bloom_brighten.value;
4520         if (r_hdr.integer)
4521                 brighten *= r_hdr_range.value;
4522         brighten = sqrt(brighten);
4523         if(range >= 1)
4524                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4525         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4526         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4527
4528         for (dir = 0;dir < 2;dir++)
4529         {
4530                 // blend on at multiple vertical offsets to achieve a vertical blur
4531                 // TODO: do offset blends using GLSL
4532                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4533                 GL_BlendFunc(GL_ONE, GL_ZERO);
4534                 for (x = -range;x <= range;x++)
4535                 {
4536                         if (!dir){xoffset = 0;yoffset = x;}
4537                         else {xoffset = x;yoffset = 0;}
4538                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4539                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4540                         // compute a texcoord array with the specified x and y offset
4541                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4542                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4543                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4544                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4545                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4546                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4547                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4548                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4549                         // this r value looks like a 'dot' particle, fading sharply to
4550                         // black at the edges
4551                         // (probably not realistic but looks good enough)
4552                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4553                         //r = brighten/(range*2+1);
4554                         r = brighten / (range * 2 + 1);
4555                         if(range >= 1)
4556                                 r *= (1 - x*x/(float)(range*range));
4557                         GL_Color(r, r, r, 1);
4558                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4559                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4560                         GL_BlendFunc(GL_ONE, GL_ONE);
4561                 }
4562
4563                 // copy the vertically blurred bloom view to a texture
4564                 GL_ActiveTexture(0);
4565                 CHECKGLERROR
4566                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4567                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4568         }
4569
4570         // apply subtract last
4571         // (just like it would be in a GLSL shader)
4572         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4573         {
4574                 GL_BlendFunc(GL_ONE, GL_ZERO);
4575                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4576                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4577                 GL_Color(1, 1, 1, 1);
4578                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4579                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4580
4581                 GL_BlendFunc(GL_ONE, GL_ONE);
4582                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4583                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4584                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4585                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4586                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4587                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4588                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4589
4590                 // copy the darkened bloom view to a texture
4591                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4592                 GL_ActiveTexture(0);
4593                 CHECKGLERROR
4594                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4595                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4596         }
4597 }
4598
4599 void R_HDR_RenderBloomTexture(void)
4600 {
4601         int oldwidth, oldheight;
4602         float oldcolorscale;
4603
4604         oldcolorscale = r_refdef.view.colorscale;
4605         oldwidth = r_refdef.view.width;
4606         oldheight = r_refdef.view.height;
4607         r_refdef.view.width = r_bloomstate.bloomwidth;
4608         r_refdef.view.height = r_bloomstate.bloomheight;
4609
4610         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4611         // TODO: add exposure compensation features
4612         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4613
4614         r_refdef.view.showdebug = false;
4615         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4616
4617         R_ResetViewRendering3D();
4618
4619         R_ClearScreen(r_refdef.fogenabled);
4620         if (r_timereport_active)
4621                 R_TimeReport("HDRclear");
4622
4623         R_View_Update();
4624         if (r_timereport_active)
4625                 R_TimeReport("visibility");
4626
4627         // only do secondary renders with HDR if r_hdr is 2 or higher
4628         r_waterstate.numwaterplanes = 0;
4629         if (r_waterstate.enabled && r_hdr.integer >= 2)
4630                 R_RenderWaterPlanes();
4631
4632         r_refdef.view.showdebug = true;
4633         R_RenderScene();
4634         r_waterstate.numwaterplanes = 0;
4635
4636         R_ResetViewRendering2D();
4637
4638         R_Bloom_CopyHDRTexture();
4639         R_Bloom_MakeTexture();
4640
4641         // restore the view settings
4642         r_refdef.view.width = oldwidth;
4643         r_refdef.view.height = oldheight;
4644         r_refdef.view.colorscale = oldcolorscale;
4645
4646         R_ResetViewRendering3D();
4647
4648         R_ClearScreen(r_refdef.fogenabled);
4649         if (r_timereport_active)
4650                 R_TimeReport("viewclear");
4651 }
4652
4653 static void R_BlendView(void)
4654 {
4655         unsigned int permutation;
4656
4657         switch (vid.renderpath)
4658         {
4659         case RENDERPATH_GL20:
4660                 permutation =
4661                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4662                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4663                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4664                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4665                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4666
4667                 if (r_bloomstate.texture_screen)
4668                 {
4669                         // make sure the buffer is available
4670                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4671
4672                         R_ResetViewRendering2D();
4673                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4674                         R_Mesh_ColorPointer(NULL, 0, 0);
4675                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4676                         GL_ActiveTexture(0);CHECKGLERROR
4677
4678                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4679                         {
4680                                 // declare variables
4681                                 float speed;
4682                                 static float avgspeed;
4683
4684                                 speed = VectorLength(cl.movement_velocity);
4685
4686                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4687                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4688
4689                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4690                                 speed = bound(0, speed, 1);
4691                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4692
4693                                 // calculate values into a standard alpha
4694                                 cl.motionbluralpha = 1 - exp(-
4695                                                 (
4696                                                  (r_motionblur.value * speed / 80)
4697                                                  +
4698                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4699                                                 )
4700                                                 /
4701                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
4702                                            );
4703
4704                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4705                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4706                                 // apply the blur
4707                                 if (cl.motionbluralpha > 0)
4708                                 {
4709                                         R_SetupGenericShader(true);
4710                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4711                                         GL_Color(1, 1, 1, cl.motionbluralpha);
4712                                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4713                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4714                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4715                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4716                                 }
4717                         }
4718
4719                         // copy view into the screen texture
4720                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4721                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4722                 }
4723                 else if (!r_bloomstate.texture_bloom)
4724                         break; // no screen processing, no bloom, skip it
4725
4726                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4727                 {
4728                         // render simple bloom effect
4729                         // copy the screen and shrink it and darken it for the bloom process
4730                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4731                         // make the bloom texture
4732                         R_Bloom_MakeTexture();
4733                 }
4734
4735                 R_ResetViewRendering2D();
4736                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4737                 R_Mesh_ColorPointer(NULL, 0, 0);
4738                 GL_Color(1, 1, 1, 1);
4739                 GL_BlendFunc(GL_ONE, GL_ZERO);
4740                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4741                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4742                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4743                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4744                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4745                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4746                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4747                 if (r_glsl_permutation->loc_TintColor >= 0)
4748                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4749                 if (r_glsl_permutation->loc_ClientTime >= 0)
4750                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4751                 if (r_glsl_permutation->loc_PixelSize >= 0)
4752                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4753                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4754                 {
4755                         float a=0, b=0, c=0, d=0;
4756 #if _MSC_VER >= 1400
4757 #define sscanf sscanf_s
4758 #endif
4759                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4760                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4761                 }
4762                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4763                 {
4764                         float a=0, b=0, c=0, d=0;
4765                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4766                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4767                 }
4768                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4769                 {
4770                         float a=0, b=0, c=0, d=0;
4771                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4772                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4773                 }
4774                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4775                 {
4776                         float a=0, b=0, c=0, d=0;
4777                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4778                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4779                 }
4780                 if (r_glsl_permutation->loc_Saturation >= 0)
4781                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4782                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4783                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4784                 break;
4785         case RENDERPATH_GL13:
4786         case RENDERPATH_GL11:
4787                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4788                 {
4789                         // apply a color tint to the whole view
4790                         R_ResetViewRendering2D();
4791                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4792                         R_Mesh_ColorPointer(NULL, 0, 0);
4793                         R_SetupGenericShader(false);
4794                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4795                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4796                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4797                 }
4798                 break;
4799         }
4800 }
4801
4802 matrix4x4_t r_waterscrollmatrix;
4803
4804 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4805 {
4806         if (r_refdef.fog_density)
4807         {
4808                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4809                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4810                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4811
4812                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4813                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4814                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4815                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4816
4817                 {
4818                         vec3_t fogvec;
4819                         VectorCopy(r_refdef.fogcolor, fogvec);
4820                         //   color.rgb *= ContrastBoost * SceneBrightness;
4821                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4822                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4823                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4824                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4825                 }
4826         }
4827 }
4828
4829 void R_UpdateVariables(void)
4830 {
4831         R_Textures_Frame();
4832
4833         r_refdef.scene.ambient = r_ambient.value;
4834
4835         r_refdef.farclip = r_farclip_base.value;
4836         if (r_refdef.scene.worldmodel)
4837                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4838         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4839
4840         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4841                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4842         r_refdef.polygonfactor = 0;
4843         r_refdef.polygonoffset = 0;
4844         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4845         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4846
4847         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4848         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
4849         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4850         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
4851         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4852         if (r_showsurfaces.integer)
4853         {
4854                 r_refdef.scene.rtworld = false;
4855                 r_refdef.scene.rtworldshadows = false;
4856                 r_refdef.scene.rtdlight = false;
4857                 r_refdef.scene.rtdlightshadows = false;
4858                 r_refdef.lightmapintensity = 0;
4859         }
4860
4861         if (gamemode == GAME_NEHAHRA)
4862         {
4863                 if (gl_fogenable.integer)
4864                 {
4865                         r_refdef.oldgl_fogenable = true;
4866                         r_refdef.fog_density = gl_fogdensity.value;
4867                         r_refdef.fog_red = gl_fogred.value;
4868                         r_refdef.fog_green = gl_foggreen.value;
4869                         r_refdef.fog_blue = gl_fogblue.value;
4870                         r_refdef.fog_alpha = 1;
4871                         r_refdef.fog_start = 0;
4872                         r_refdef.fog_end = gl_skyclip.value;
4873                         r_refdef.fog_height = 1<<30;
4874                         r_refdef.fog_fadedepth = 128;
4875                 }
4876                 else if (r_refdef.oldgl_fogenable)
4877                 {
4878                         r_refdef.oldgl_fogenable = false;
4879                         r_refdef.fog_density = 0;
4880                         r_refdef.fog_red = 0;
4881                         r_refdef.fog_green = 0;
4882                         r_refdef.fog_blue = 0;
4883                         r_refdef.fog_alpha = 0;
4884                         r_refdef.fog_start = 0;
4885                         r_refdef.fog_end = 0;
4886                         r_refdef.fog_height = 1<<30;
4887                         r_refdef.fog_fadedepth = 128;
4888                 }
4889         }
4890
4891         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4892         r_refdef.fog_start = max(0, r_refdef.fog_start);
4893         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4894
4895         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4896
4897         if (r_refdef.fog_density && r_drawfog.integer)
4898         {
4899                 r_refdef.fogenabled = true;
4900                 // this is the point where the fog reaches 0.9986 alpha, which we
4901                 // consider a good enough cutoff point for the texture
4902                 // (0.9986 * 256 == 255.6)
4903                 if (r_fog_exp2.integer)
4904                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4905                 else
4906                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4907                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4908                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4909                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4910                 // fog color was already set
4911                 // update the fog texture
4912                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4913                         R_BuildFogTexture();
4914         }
4915         else
4916                 r_refdef.fogenabled = false;
4917
4918         switch(vid.renderpath)
4919         {
4920         case RENDERPATH_GL20:
4921                 if(v_glslgamma.integer && !vid_gammatables_trivial)
4922                 {
4923                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4924                         {
4925                                 // build GLSL gamma texture
4926 #define RAMPWIDTH 256
4927                                 unsigned short ramp[RAMPWIDTH * 3];
4928                                 unsigned char rampbgr[RAMPWIDTH][4];
4929                                 int i;
4930
4931                                 r_texture_gammaramps_serial = vid_gammatables_serial;
4932
4933                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4934                                 for(i = 0; i < RAMPWIDTH; ++i)
4935                                 {
4936                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4937                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4938                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4939                                         rampbgr[i][3] = 0;
4940                                 }
4941                                 if (r_texture_gammaramps)
4942                                 {
4943                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4944                                 }
4945                                 else
4946                                 {
4947                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4948                                 }
4949                         }
4950                 }
4951                 else
4952                 {
4953                         // remove GLSL gamma texture
4954                 }
4955                 break;
4956         case RENDERPATH_GL13:
4957         case RENDERPATH_GL11:
4958                 break;
4959         }
4960 }
4961
4962 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4963 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4964 /*
4965 ================
4966 R_SelectScene
4967 ================
4968 */
4969 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4970         if( scenetype != r_currentscenetype ) {
4971                 // store the old scenetype
4972                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4973                 r_currentscenetype = scenetype;
4974                 // move in the new scene
4975                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4976         }
4977 }
4978
4979 /*
4980 ================
4981 R_GetScenePointer
4982 ================
4983 */
4984 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4985 {
4986         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4987         if( scenetype == r_currentscenetype ) {
4988                 return &r_refdef.scene;
4989         } else {
4990                 return &r_scenes_store[ scenetype ];
4991         }
4992 }
4993
4994 /*
4995 ================
4996 R_RenderView
4997 ================
4998 */
4999 void R_RenderView(void)
5000 {
5001         if (r_timereport_active)
5002                 R_TimeReport("start");
5003         r_frame++; // used only by R_GetCurrentTexture
5004         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5005
5006         R_AnimCache_ClearCache();
5007         R_FrameData_NewFrame();
5008
5009         if (r_refdef.view.isoverlay)
5010         {
5011                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5012                 GL_Clear( GL_DEPTH_BUFFER_BIT );
5013                 R_TimeReport("depthclear");
5014
5015                 r_refdef.view.showdebug = false;
5016
5017                 r_waterstate.enabled = false;
5018                 r_waterstate.numwaterplanes = 0;
5019
5020                 R_RenderScene();
5021
5022                 CHECKGLERROR
5023                 return;
5024         }
5025
5026         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5027                 return; //Host_Error ("R_RenderView: NULL worldmodel");
5028
5029         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5030
5031         // break apart the view matrix into vectors for various purposes
5032         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5033         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5034         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5035         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5036         // make an inverted copy of the view matrix for tracking sprites
5037         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5038
5039         R_Shadow_UpdateWorldLightSelection();
5040
5041         R_Bloom_StartFrame();
5042         R_Water_StartFrame();
5043
5044         CHECKGLERROR
5045         if (r_timereport_active)
5046                 R_TimeReport("viewsetup");
5047
5048         R_ResetViewRendering3D();
5049
5050         if (r_refdef.view.clear || r_refdef.fogenabled)
5051         {
5052                 R_ClearScreen(r_refdef.fogenabled);
5053                 if (r_timereport_active)
5054                         R_TimeReport("viewclear");
5055         }
5056         r_refdef.view.clear = true;
5057
5058         // this produces a bloom texture to be used in R_BlendView() later
5059         if (r_hdr.integer && r_bloomstate.bloomwidth)
5060                 R_HDR_RenderBloomTexture();
5061
5062         r_refdef.view.showdebug = true;
5063
5064         R_View_Update();
5065         if (r_timereport_active)
5066                 R_TimeReport("visibility");
5067
5068         r_waterstate.numwaterplanes = 0;
5069         if (r_waterstate.enabled)
5070                 R_RenderWaterPlanes();
5071
5072         R_RenderScene();
5073         r_waterstate.numwaterplanes = 0;
5074
5075         R_BlendView();
5076         if (r_timereport_active)
5077                 R_TimeReport("blendview");
5078
5079         GL_Scissor(0, 0, vid.width, vid.height);
5080         GL_ScissorTest(false);
5081         CHECKGLERROR
5082 }
5083
5084 void R_RenderWaterPlanes(void)
5085 {
5086         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5087         {
5088                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5089                 if (r_timereport_active)
5090                         R_TimeReport("waterworld");
5091         }
5092
5093         // don't let sound skip if going slow
5094         if (r_refdef.scene.extraupdate)
5095                 S_ExtraUpdate ();
5096
5097         R_DrawModelsAddWaterPlanes();
5098         if (r_timereport_active)
5099                 R_TimeReport("watermodels");
5100
5101         if (r_waterstate.numwaterplanes)
5102         {
5103                 R_Water_ProcessPlanes();
5104                 if (r_timereport_active)
5105                         R_TimeReport("waterscenes");
5106         }
5107 }
5108
5109 extern void R_DrawLightningBeams (void);
5110 extern void VM_CL_AddPolygonsToMeshQueue (void);
5111 extern void R_DrawPortals (void);
5112 extern cvar_t cl_locs_show;
5113 static void R_DrawLocs(void);
5114 static void R_DrawEntityBBoxes(void);
5115 static void R_DrawModelDecals(void);
5116 extern cvar_t cl_decals_newsystem;
5117 void R_RenderScene(void)
5118 {
5119         r_refdef.stats.renders++;
5120
5121         R_UpdateFogColor();
5122
5123         // don't let sound skip if going slow
5124         if (r_refdef.scene.extraupdate)
5125                 S_ExtraUpdate ();
5126
5127         R_MeshQueue_BeginScene();
5128
5129         R_SkyStartFrame();
5130
5131         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5132
5133         if (cl.csqc_vidvars.drawworld)
5134         {
5135                 // don't let sound skip if going slow
5136                 if (r_refdef.scene.extraupdate)
5137                         S_ExtraUpdate ();
5138
5139                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5140                 {
5141                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5142                         if (r_timereport_active)
5143                                 R_TimeReport("worldsky");
5144                 }
5145
5146                 if (R_DrawBrushModelsSky() && r_timereport_active)
5147                         R_TimeReport("bmodelsky");
5148
5149                 if (skyrendermasked && skyrenderlater)
5150                 {
5151                         // we have to force off the water clipping plane while rendering sky
5152                         R_SetupView(false);
5153                         R_Sky();
5154                         R_SetupView(true);
5155                 }
5156         }
5157
5158         R_AnimCache_CacheVisibleEntities();
5159         R_PrepareRTLights();
5160
5161         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5162         {
5163                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5164                 if (r_timereport_active)
5165                         R_TimeReport("worlddepth");
5166         }
5167         if (r_depthfirst.integer >= 2)
5168         {
5169                 R_DrawModelsDepth();
5170                 if (r_timereport_active)
5171                         R_TimeReport("modeldepth");
5172         }
5173
5174         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5175         {
5176                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5177                 if (r_timereport_active)
5178                         R_TimeReport("world");
5179         }
5180
5181         // don't let sound skip if going slow
5182         if (r_refdef.scene.extraupdate)
5183                 S_ExtraUpdate ();
5184
5185         R_DrawModels();
5186         if (r_timereport_active)
5187                 R_TimeReport("models");
5188
5189         // don't let sound skip if going slow
5190         if (r_refdef.scene.extraupdate)
5191                 S_ExtraUpdate ();
5192
5193         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5194         {
5195                 R_DrawModelShadows();
5196                 R_ResetViewRendering3D();
5197                 // don't let sound skip if going slow
5198                 if (r_refdef.scene.extraupdate)
5199                         S_ExtraUpdate ();
5200         }
5201
5202         R_ShadowVolumeLighting(false);
5203         if (r_timereport_active)
5204                 R_TimeReport("rtlights");
5205
5206         // don't let sound skip if going slow
5207         if (r_refdef.scene.extraupdate)
5208                 S_ExtraUpdate ();
5209
5210         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5211         {
5212                 R_DrawModelShadows();
5213                 R_ResetViewRendering3D();
5214                 // don't let sound skip if going slow
5215                 if (r_refdef.scene.extraupdate)
5216                         S_ExtraUpdate ();
5217         }
5218
5219         if (cl.csqc_vidvars.drawworld)
5220         {
5221                 if (cl_decals_newsystem.integer)
5222                 {
5223                         R_DrawModelDecals();
5224                         if (r_timereport_active)
5225                                 R_TimeReport("modeldecals");
5226                 }
5227                 else
5228                 {
5229                         R_DrawDecals();
5230                         if (r_timereport_active)
5231                                 R_TimeReport("decals");
5232                 }
5233
5234                 R_DrawParticles();
5235                 if (r_timereport_active)
5236                         R_TimeReport("particles");
5237
5238                 R_DrawExplosions();
5239                 if (r_timereport_active)
5240                         R_TimeReport("explosions");
5241
5242                 R_DrawLightningBeams();
5243                 if (r_timereport_active)
5244                         R_TimeReport("lightning");
5245         }
5246
5247         R_SetupGenericShader(true);
5248         VM_CL_AddPolygonsToMeshQueue();
5249
5250         if (r_refdef.view.showdebug)
5251         {
5252                 if (cl_locs_show.integer)
5253                 {
5254                         R_DrawLocs();
5255                         if (r_timereport_active)
5256                                 R_TimeReport("showlocs");
5257                 }
5258
5259                 if (r_drawportals.integer)
5260                 {
5261                         R_DrawPortals();
5262                         if (r_timereport_active)
5263                                 R_TimeReport("portals");
5264                 }
5265
5266                 if (r_showbboxes.value > 0)
5267                 {
5268                         R_DrawEntityBBoxes();
5269                         if (r_timereport_active)
5270                                 R_TimeReport("bboxes");
5271                 }
5272         }
5273
5274         R_SetupGenericShader(true);
5275         R_MeshQueue_RenderTransparent();
5276         if (r_timereport_active)
5277                 R_TimeReport("drawtrans");
5278
5279         R_SetupGenericShader(true);
5280
5281         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
5282         {
5283                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5284                 if (r_timereport_active)
5285                         R_TimeReport("worlddebug");
5286                 R_DrawModelsDebug();
5287                 if (r_timereport_active)
5288                         R_TimeReport("modeldebug");
5289         }
5290
5291         R_SetupGenericShader(true);
5292
5293         if (cl.csqc_vidvars.drawworld)
5294         {
5295                 R_DrawCoronas();
5296                 if (r_timereport_active)
5297                         R_TimeReport("coronas");
5298         }
5299
5300         // don't let sound skip if going slow
5301         if (r_refdef.scene.extraupdate)
5302                 S_ExtraUpdate ();
5303
5304         R_ResetViewRendering2D();
5305 }
5306
5307 static const unsigned short bboxelements[36] =
5308 {
5309         5, 1, 3, 5, 3, 7,
5310         6, 2, 0, 6, 0, 4,
5311         7, 3, 2, 7, 2, 6,
5312         4, 0, 1, 4, 1, 5,
5313         4, 5, 7, 4, 7, 6,
5314         1, 0, 2, 1, 2, 3,
5315 };
5316
5317 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5318 {
5319         int i;
5320         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5321
5322         RSurf_ActiveWorldEntity();
5323
5324         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5325         GL_DepthMask(false);
5326         GL_DepthRange(0, 1);
5327         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5328         R_Mesh_ResetTextureState();
5329
5330         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5331         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5332         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5333         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5334         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5335         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5336         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5337         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5338         R_FillColors(color4f, 8, cr, cg, cb, ca);
5339         if (r_refdef.fogenabled)
5340         {
5341                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5342                 {
5343                         f1 = RSurf_FogVertex(v);
5344                         f2 = 1 - f1;
5345                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5346                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5347                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5348                 }
5349         }
5350         R_Mesh_VertexPointer(vertex3f, 0, 0);
5351         R_Mesh_ColorPointer(color4f, 0, 0);
5352         R_Mesh_ResetTextureState();
5353         R_SetupGenericShader(false);
5354         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5355 }
5356
5357 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5358 {
5359         int i;
5360         float color[4];
5361         prvm_edict_t *edict;
5362         prvm_prog_t *prog_save = prog;
5363
5364         // this function draws bounding boxes of server entities
5365         if (!sv.active)
5366                 return;
5367
5368         GL_CullFace(GL_NONE);
5369         R_SetupGenericShader(false);
5370
5371         prog = 0;
5372         SV_VM_Begin();
5373         for (i = 0;i < numsurfaces;i++)
5374         {
5375                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5376                 switch ((int)edict->fields.server->solid)
5377                 {
5378                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5379                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5380                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5381                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5382                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5383                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5384                 }
5385                 color[3] *= r_showbboxes.value;
5386                 color[3] = bound(0, color[3], 1);
5387                 GL_DepthTest(!r_showdisabledepthtest.integer);
5388                 GL_CullFace(r_refdef.view.cullface_front);
5389                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5390         }
5391         SV_VM_End();
5392         prog = prog_save;
5393 }
5394
5395 static void R_DrawEntityBBoxes(void)
5396 {
5397         int i;
5398         prvm_edict_t *edict;
5399         vec3_t center;
5400         prvm_prog_t *prog_save = prog;
5401
5402         // this function draws bounding boxes of server entities
5403         if (!sv.active)
5404                 return;
5405
5406         prog = 0;
5407         SV_VM_Begin();
5408         for (i = 0;i < prog->num_edicts;i++)
5409         {
5410                 edict = PRVM_EDICT_NUM(i);
5411                 if (edict->priv.server->free)
5412                         continue;
5413                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5414                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5415                         continue;
5416                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5417                         continue;
5418                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5419                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5420         }
5421         SV_VM_End();
5422         prog = prog_save;
5423 }
5424
5425 static const int nomodelelement3i[24] =
5426 {
5427         5, 2, 0,
5428         5, 1, 2,
5429         5, 0, 3,
5430         5, 3, 1,
5431         0, 2, 4,
5432         2, 1, 4,
5433         3, 0, 4,
5434         1, 3, 4
5435 };
5436
5437 static const unsigned short nomodelelement3s[24] =
5438 {
5439         5, 2, 0,
5440         5, 1, 2,
5441         5, 0, 3,
5442         5, 3, 1,
5443         0, 2, 4,
5444         2, 1, 4,
5445         3, 0, 4,
5446         1, 3, 4
5447 };
5448
5449 static const float nomodelvertex3f[6*3] =
5450 {
5451         -16,   0,   0,
5452          16,   0,   0,
5453           0, -16,   0,
5454           0,  16,   0,
5455           0,   0, -16,
5456           0,   0,  16
5457 };
5458
5459 static const float nomodelcolor4f[6*4] =
5460 {
5461         0.0f, 0.0f, 0.5f, 1.0f,
5462         0.0f, 0.0f, 0.5f, 1.0f,
5463         0.0f, 0.5f, 0.0f, 1.0f,
5464         0.0f, 0.5f, 0.0f, 1.0f,
5465         0.5f, 0.0f, 0.0f, 1.0f,
5466         0.5f, 0.0f, 0.0f, 1.0f
5467 };
5468
5469 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5470 {
5471         int i;
5472         float f1, f2, *c;
5473         float color4f[6*4];
5474
5475         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5476
5477         // this is only called once per entity so numsurfaces is always 1, and
5478         // surfacelist is always {0}, so this code does not handle batches
5479
5480         if (rsurface.ent_flags & RENDER_ADDITIVE)
5481         {
5482                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5483                 GL_DepthMask(false);
5484         }
5485         else if (rsurface.ent_color[3] < 1)
5486         {
5487                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5488                 GL_DepthMask(false);
5489         }
5490         else
5491         {
5492                 GL_BlendFunc(GL_ONE, GL_ZERO);
5493                 GL_DepthMask(true);
5494         }
5495         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5496         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5497         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5498         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5499         R_SetupGenericShader(false);
5500         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5501         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5502         R_Mesh_ColorPointer(color4f, 0, 0);
5503         for (i = 0, c = color4f;i < 6;i++, c += 4)
5504         {
5505                 c[0] *= rsurface.ent_color[0];
5506                 c[1] *= rsurface.ent_color[1];
5507                 c[2] *= rsurface.ent_color[2];
5508                 c[3] *= rsurface.ent_color[3];
5509         }
5510         if (r_refdef.fogenabled)
5511         {
5512                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5513                 {
5514                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5515                         f2 = 1 - f1;
5516                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5517                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5518                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5519                 }
5520         }
5521         R_Mesh_ResetTextureState();
5522         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5523 }
5524
5525 void R_DrawNoModel(entity_render_t *ent)
5526 {
5527         vec3_t org;
5528         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5529         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5530                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5531         else
5532                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5533 }
5534
5535 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5536 {
5537         vec3_t right1, right2, diff, normal;
5538
5539         VectorSubtract (org2, org1, normal);
5540
5541         // calculate 'right' vector for start
5542         VectorSubtract (r_refdef.view.origin, org1, diff);
5543         CrossProduct (normal, diff, right1);
5544         VectorNormalize (right1);
5545
5546         // calculate 'right' vector for end
5547         VectorSubtract (r_refdef.view.origin, org2, diff);
5548         CrossProduct (normal, diff, right2);
5549         VectorNormalize (right2);
5550
5551         vert[ 0] = org1[0] + width * right1[0];
5552         vert[ 1] = org1[1] + width * right1[1];
5553         vert[ 2] = org1[2] + width * right1[2];
5554         vert[ 3] = org1[0] - width * right1[0];
5555         vert[ 4] = org1[1] - width * right1[1];
5556         vert[ 5] = org1[2] - width * right1[2];
5557         vert[ 6] = org2[0] - width * right2[0];
5558         vert[ 7] = org2[1] - width * right2[1];
5559         vert[ 8] = org2[2] - width * right2[2];
5560         vert[ 9] = org2[0] + width * right2[0];
5561         vert[10] = org2[1] + width * right2[1];
5562         vert[11] = org2[2] + width * right2[2];
5563 }
5564
5565 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5566 {
5567         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5568         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5569         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5570         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5571         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5572         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5573         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5574         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5575         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5576         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5577         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5578         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5579 }
5580
5581 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5582 {
5583         int i;
5584         float *vertex3f;
5585         float v[3];
5586         VectorSet(v, x, y, z);
5587         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5588                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5589                         break;
5590         if (i == mesh->numvertices)
5591         {
5592                 if (mesh->numvertices < mesh->maxvertices)
5593                 {
5594                         VectorCopy(v, vertex3f);
5595                         mesh->numvertices++;
5596                 }
5597                 return mesh->numvertices;
5598         }
5599         else
5600                 return i;
5601 }
5602
5603 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5604 {
5605         int i;
5606         int *e, element[3];
5607         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5608         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5609         e = mesh->element3i + mesh->numtriangles * 3;
5610         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5611         {
5612                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5613                 if (mesh->numtriangles < mesh->maxtriangles)
5614                 {
5615                         *e++ = element[0];
5616                         *e++ = element[1];
5617                         *e++ = element[2];
5618                         mesh->numtriangles++;
5619                 }
5620                 element[1] = element[2];
5621         }
5622 }
5623
5624 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5625 {
5626         int i;
5627         int *e, element[3];
5628         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5629         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5630         e = mesh->element3i + mesh->numtriangles * 3;
5631         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5632         {
5633                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5634                 if (mesh->numtriangles < mesh->maxtriangles)
5635                 {
5636                         *e++ = element[0];
5637                         *e++ = element[1];
5638                         *e++ = element[2];
5639                         mesh->numtriangles++;
5640                 }
5641                 element[1] = element[2];
5642         }
5643 }
5644
5645 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5646 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5647 {
5648         int planenum, planenum2;
5649         int w;
5650         int tempnumpoints;
5651         mplane_t *plane, *plane2;
5652         double maxdist;
5653         double temppoints[2][256*3];
5654         // figure out how large a bounding box we need to properly compute this brush
5655         maxdist = 0;
5656         for (w = 0;w < numplanes;w++)
5657                 maxdist = max(maxdist, fabs(planes[w].dist));
5658         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5659         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5660         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5661         {
5662                 w = 0;
5663                 tempnumpoints = 4;
5664                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5665                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5666                 {
5667                         if (planenum2 == planenum)
5668                                 continue;
5669                         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);
5670                         w = !w;
5671                 }
5672                 if (tempnumpoints < 3)
5673                         continue;
5674                 // generate elements forming a triangle fan for this polygon
5675                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5676         }
5677 }
5678
5679 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)
5680 {
5681         texturelayer_t *layer;
5682         layer = t->currentlayers + t->currentnumlayers++;
5683         layer->type = type;
5684         layer->depthmask = depthmask;
5685         layer->blendfunc1 = blendfunc1;
5686         layer->blendfunc2 = blendfunc2;
5687         layer->texture = texture;
5688         layer->texmatrix = *matrix;
5689         layer->color[0] = r * r_refdef.view.colorscale;
5690         layer->color[1] = g * r_refdef.view.colorscale;
5691         layer->color[2] = b * r_refdef.view.colorscale;
5692         layer->color[3] = a;
5693 }
5694
5695 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5696 {
5697         double index, f;
5698         index = parms[2] + r_refdef.scene.time * parms[3];
5699         index -= floor(index);
5700         switch (func)
5701         {
5702         default:
5703         case Q3WAVEFUNC_NONE:
5704         case Q3WAVEFUNC_NOISE:
5705         case Q3WAVEFUNC_COUNT:
5706                 f = 0;
5707                 break;
5708         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5709         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5710         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5711         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5712         case Q3WAVEFUNC_TRIANGLE:
5713                 index *= 4;
5714                 f = index - floor(index);
5715                 if (index < 1)
5716                         f = f;
5717                 else if (index < 2)
5718                         f = 1 - f;
5719                 else if (index < 3)
5720                         f = -f;
5721                 else
5722                         f = -(1 - f);
5723                 break;
5724         }
5725         return (float)(parms[0] + parms[1] * f);
5726 }
5727
5728 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5729 {
5730         int w, h, idx;
5731         float f;
5732         float tcmat[12];
5733         matrix4x4_t matrix, temp;
5734         switch(tcmod->tcmod)
5735         {
5736                 case Q3TCMOD_COUNT:
5737                 case Q3TCMOD_NONE:
5738                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5739                                 matrix = r_waterscrollmatrix;
5740                         else
5741                                 matrix = identitymatrix;
5742                         break;
5743                 case Q3TCMOD_ENTITYTRANSLATE:
5744                         // this is used in Q3 to allow the gamecode to control texcoord
5745                         // scrolling on the entity, which is not supported in darkplaces yet.
5746                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5747                         break;
5748                 case Q3TCMOD_ROTATE:
5749                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5750                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5751                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5752                         break;
5753                 case Q3TCMOD_SCALE:
5754                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5755                         break;
5756                 case Q3TCMOD_SCROLL:
5757                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5758                         break;
5759                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5760                         w = (int) tcmod->parms[0];
5761                         h = (int) tcmod->parms[1];
5762                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5763                         f = f - floor(f);
5764                         idx = (int) floor(f * w * h);
5765                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5766                         break;
5767                 case Q3TCMOD_STRETCH:
5768                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5769                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5770                         break;
5771                 case Q3TCMOD_TRANSFORM:
5772                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5773                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5774                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5775                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5776                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5777                         break;
5778                 case Q3TCMOD_TURBULENT:
5779                         // this is handled in the RSurf_PrepareVertices function
5780                         matrix = identitymatrix;
5781                         break;
5782         }
5783         temp = *texmatrix;
5784         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5785 }
5786
5787 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5788 {
5789         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5790         char name[MAX_QPATH];
5791         skinframe_t *skinframe;
5792         unsigned char pixels[296*194];
5793         strlcpy(cache->name, skinname, sizeof(cache->name));
5794         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5795         if (developer_loading.integer)
5796                 Con_Printf("loading %s\n", name);
5797         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5798         if (!skinframe || !skinframe->base)
5799         {
5800                 unsigned char *f;
5801                 fs_offset_t filesize;
5802                 skinframe = NULL;
5803                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5804                 if (f)
5805                 {
5806                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5807                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5808                         Mem_Free(f);
5809                 }
5810         }
5811         cache->skinframe = skinframe;
5812 }
5813
5814 texture_t *R_GetCurrentTexture(texture_t *t)
5815 {
5816         int i;
5817         const entity_render_t *ent = rsurface.entity;
5818         dp_model_t *model = ent->model;
5819         q3shaderinfo_layer_tcmod_t *tcmod;
5820
5821         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5822                 return t->currentframe;
5823         t->update_lastrenderframe = r_frame;
5824         t->update_lastrenderentity = (void *)ent;
5825
5826         // switch to an alternate material if this is a q1bsp animated material
5827         {
5828                 texture_t *texture = t;
5829                 int s = rsurface.ent_skinnum;
5830                 if ((unsigned int)s >= (unsigned int)model->numskins)
5831                         s = 0;
5832                 if (model->skinscenes)
5833                 {
5834                         if (model->skinscenes[s].framecount > 1)
5835                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5836                         else
5837                                 s = model->skinscenes[s].firstframe;
5838                 }
5839                 if (s > 0)
5840                         t = t + s * model->num_surfaces;
5841                 if (t->animated)
5842                 {
5843                         // use an alternate animation if the entity's frame is not 0,
5844                         // and only if the texture has an alternate animation
5845                         if (rsurface.ent_alttextures && t->anim_total[1])
5846                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5847                         else
5848                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5849                 }
5850                 texture->currentframe = t;
5851         }
5852
5853         // update currentskinframe to be a qw skin or animation frame
5854         if (rsurface.ent_qwskin >= 0)
5855         {
5856                 i = rsurface.ent_qwskin;
5857                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5858                 {
5859                         r_qwskincache_size = cl.maxclients;
5860                         if (r_qwskincache)
5861                                 Mem_Free(r_qwskincache);
5862                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5863                 }
5864                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5865                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5866                 t->currentskinframe = r_qwskincache[i].skinframe;
5867                 if (t->currentskinframe == NULL)
5868                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5869         }
5870         else if (t->numskinframes >= 2)
5871                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5872         if (t->backgroundnumskinframes >= 2)
5873                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5874
5875         t->currentmaterialflags = t->basematerialflags;
5876         t->currentalpha = rsurface.ent_color[3];
5877         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5878                 t->currentalpha *= r_wateralpha.value;
5879         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5880                 t->currentalpha *= t->r_water_wateralpha;
5881         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5882                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5883         if (!(rsurface.ent_flags & RENDER_LIGHT))
5884                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5885         else if (rsurface.modeltexcoordlightmap2f == NULL)
5886         {
5887                 // pick a model lighting mode
5888                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5889                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5890                 else
5891                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5892         }
5893         if (rsurface.ent_flags & RENDER_ADDITIVE)
5894                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5895         else if (t->currentalpha < 1)
5896                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5897         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5898                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5899         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5900                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5901         if (t->backgroundnumskinframes)
5902                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5903         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5904         {
5905                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5906                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5907         }
5908         else
5909                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5910
5911         // there is no tcmod
5912         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5913         {
5914                 t->currenttexmatrix = r_waterscrollmatrix;
5915                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5916         }
5917         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5918         {
5919                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5920                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5921         }
5922
5923         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5924                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5925         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5926                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5927
5928         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5929         if (t->currentskinframe->qpixels)
5930                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5931         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5932         t->glosstexture = r_texture_black;
5933         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5934         t->backgroundglosstexture = r_texture_black;
5935         t->specularpower = r_shadow_glossexponent.value;
5936         // TODO: store reference values for these in the texture?
5937         t->specularscale = 0;
5938         if (r_shadow_gloss.integer > 0)
5939         {
5940                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5941                 {
5942                         if (r_shadow_glossintensity.value > 0)
5943                         {
5944                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5945                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5946                                 t->specularscale = r_shadow_glossintensity.value;
5947                         }
5948                 }
5949                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5950                 {
5951                         t->glosstexture = r_texture_white;
5952                         t->backgroundglosstexture = r_texture_white;
5953                         t->specularscale = r_shadow_gloss2intensity.value;
5954                         t->specularpower = r_shadow_gloss2exponent.value;
5955                 }
5956         }
5957         t->specularscale *= t->specularscalemod;
5958         t->specularpower *= t->specularpowermod;
5959
5960         // lightmaps mode looks bad with dlights using actual texturing, so turn
5961         // off the colormap and glossmap, but leave the normalmap on as it still
5962         // accurately represents the shading involved
5963         if (gl_lightmaps.integer)
5964         {
5965                 t->basetexture = r_texture_grey128;
5966                 t->backgroundbasetexture = NULL;
5967                 t->specularscale = 0;
5968                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5969         }
5970
5971         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5972         VectorClear(t->dlightcolor);
5973         t->currentnumlayers = 0;
5974         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5975         {
5976                 int layerflags = 0;
5977                 int blendfunc1, blendfunc2;
5978                 qboolean depthmask;
5979                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5980                 {
5981                         blendfunc1 = GL_SRC_ALPHA;
5982                         blendfunc2 = GL_ONE;
5983                 }
5984                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5985                 {
5986                         blendfunc1 = GL_SRC_ALPHA;
5987                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5988                 }
5989                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5990                 {
5991                         blendfunc1 = t->customblendfunc[0];
5992                         blendfunc2 = t->customblendfunc[1];
5993                 }
5994                 else
5995                 {
5996                         blendfunc1 = GL_ONE;
5997                         blendfunc2 = GL_ZERO;
5998                 }
5999                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6000                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
6001                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
6002                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6003                 {
6004                         // fullbright is not affected by r_refdef.lightmapintensity
6005                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
6006                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6007                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6008                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6009                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6010                 }
6011                 else
6012                 {
6013                         vec3_t ambientcolor;
6014                         float colorscale;
6015                         // set the color tint used for lights affecting this surface
6016                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
6017                         colorscale = 2;
6018                         // q3bsp has no lightmap updates, so the lightstylevalue that
6019                         // would normally be baked into the lightmap must be
6020                         // applied to the color
6021                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
6022                         if (model->type == mod_brushq3)
6023                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
6024                         colorscale *= r_refdef.lightmapintensity;
6025                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
6026                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
6027                         // basic lit geometry
6028                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
6029                         // add pants/shirt if needed
6030                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6031                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
6032                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6033                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6034                         // now add ambient passes if needed
6035                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
6036                         {
6037                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
6038                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6039                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6040                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6041                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6042                         }
6043                 }
6044                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
6045                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
6046                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6047                 {
6048                         // if this is opaque use alpha blend which will darken the earlier
6049                         // passes cheaply.
6050                         //
6051                         // if this is an alpha blended material, all the earlier passes
6052                         // were darkened by fog already, so we only need to add the fog
6053                         // color ontop through the fog mask texture
6054                         //
6055                         // if this is an additive blended material, all the earlier passes
6056                         // were darkened by fog already, and we should not add fog color
6057                         // (because the background was not darkened, there is no fog color
6058                         // that was lost behind it).
6059                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
6060                 }
6061         }
6062
6063         return t->currentframe;
6064 }
6065
6066 rsurfacestate_t rsurface;
6067
6068 void R_Mesh_ResizeArrays(int newvertices)
6069 {
6070         float *base;
6071         if (rsurface.array_size >= newvertices)
6072                 return;
6073         if (rsurface.array_modelvertex3f)
6074                 Mem_Free(rsurface.array_modelvertex3f);
6075         rsurface.array_size = (newvertices + 1023) & ~1023;
6076         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6077         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
6078         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
6079         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
6080         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
6081         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
6082         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6083         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6084         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
6085         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
6086         rsurface.array_color4f           = base + rsurface.array_size * 27;
6087         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6088 }
6089
6090 void RSurf_ActiveWorldEntity(void)
6091 {
6092         dp_model_t *model = r_refdef.scene.worldmodel;
6093         //if (rsurface.entity == r_refdef.scene.worldentity)
6094         //      return;
6095         rsurface.entity = r_refdef.scene.worldentity;
6096         rsurface.skeleton = NULL;
6097         rsurface.ent_skinnum = 0;
6098         rsurface.ent_qwskin = -1;
6099         rsurface.ent_shadertime = 0;
6100         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6101         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6102         if (rsurface.array_size < model->surfmesh.num_vertices)
6103                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6104         rsurface.matrix = identitymatrix;
6105         rsurface.inversematrix = identitymatrix;
6106         rsurface.matrixscale = 1;
6107         rsurface.inversematrixscale = 1;
6108         R_Mesh_Matrix(&identitymatrix);
6109         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6110         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6111         rsurface.fograngerecip = r_refdef.fograngerecip;
6112         rsurface.fogheightfade = r_refdef.fogheightfade;
6113         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6114         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6115         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6116         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6117         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6118         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6119         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6120         VectorSet(rsurface.glowmod, 1, 1, 1);
6121         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6122         rsurface.frameblend[0].lerp = 1;
6123         rsurface.ent_alttextures = false;
6124         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6125         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6126         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6127         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6128         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6129         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6130         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6131         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6132         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6133         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6134         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6135         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6136         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6137         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6138         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6139         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6140         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6141         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6142         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6143         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6144         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6145         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6146         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6147         rsurface.modelelement3i = model->surfmesh.data_element3i;
6148         rsurface.modelelement3s = model->surfmesh.data_element3s;
6149         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6150         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6151         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6152         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6153         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6154         rsurface.modelsurfaces = model->data_surfaces;
6155         rsurface.generatedvertex = false;
6156         rsurface.vertex3f  = rsurface.modelvertex3f;
6157         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6158         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6159         rsurface.svector3f = rsurface.modelsvector3f;
6160         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6161         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6162         rsurface.tvector3f = rsurface.modeltvector3f;
6163         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6164         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6165         rsurface.normal3f  = rsurface.modelnormal3f;
6166         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6167         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6168         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6169 }
6170
6171 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6172 {
6173         dp_model_t *model = ent->model;
6174         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6175         //      return;
6176         rsurface.entity = (entity_render_t *)ent;
6177         rsurface.skeleton = ent->skeleton;
6178         rsurface.ent_skinnum = ent->skinnum;
6179         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6180         rsurface.ent_shadertime = ent->shadertime;
6181         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6182         rsurface.ent_flags = ent->flags;
6183         if (rsurface.array_size < model->surfmesh.num_vertices)
6184                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6185         rsurface.matrix = ent->matrix;
6186         rsurface.inversematrix = ent->inversematrix;
6187         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6188         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6189         R_Mesh_Matrix(&rsurface.matrix);
6190         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6191         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6192         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6193         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6194         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6195         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6196         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6197         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6198         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6199         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6200         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6201         VectorCopy(ent->glowmod, rsurface.glowmod);
6202         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6203         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6204         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6205         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6206         if (ent->model->brush.submodel)
6207         {
6208                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6209                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6210         }
6211         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6212         {
6213                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6214                 {
6215                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6216                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6217                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6218                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6219                 }
6220                 else if (wanttangents)
6221                 {
6222                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6223                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6224                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6225                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6226                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6227                 }
6228                 else if (wantnormals)
6229                 {
6230                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6231                         rsurface.modelsvector3f = NULL;
6232                         rsurface.modeltvector3f = NULL;
6233                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6234                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6235                 }
6236                 else
6237                 {
6238                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6239                         rsurface.modelsvector3f = NULL;
6240                         rsurface.modeltvector3f = NULL;
6241                         rsurface.modelnormal3f = NULL;
6242                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6243                 }
6244                 rsurface.modelvertex3f_bufferobject = 0;
6245                 rsurface.modelvertex3f_bufferoffset = 0;
6246                 rsurface.modelsvector3f_bufferobject = 0;
6247                 rsurface.modelsvector3f_bufferoffset = 0;
6248                 rsurface.modeltvector3f_bufferobject = 0;
6249                 rsurface.modeltvector3f_bufferoffset = 0;
6250                 rsurface.modelnormal3f_bufferobject = 0;
6251                 rsurface.modelnormal3f_bufferoffset = 0;
6252                 rsurface.generatedvertex = true;
6253         }
6254         else
6255         {
6256                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6257                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6258                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6259                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6260                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6261                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6262                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6263                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6264                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6265                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6266                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6267                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6268                 rsurface.generatedvertex = false;
6269         }
6270         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6271         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6272         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6273         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6274         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6275         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6276         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6277         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6278         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6279         rsurface.modelelement3i = model->surfmesh.data_element3i;
6280         rsurface.modelelement3s = model->surfmesh.data_element3s;
6281         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6282         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6283         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6284         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6285         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6286         rsurface.modelsurfaces = model->data_surfaces;
6287         rsurface.vertex3f  = rsurface.modelvertex3f;
6288         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6289         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6290         rsurface.svector3f = rsurface.modelsvector3f;
6291         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6292         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6293         rsurface.tvector3f = rsurface.modeltvector3f;
6294         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6295         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6296         rsurface.normal3f  = rsurface.modelnormal3f;
6297         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6298         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6299         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6300 }
6301
6302 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6303 {
6304         rsurface.entity = r_refdef.scene.worldentity;
6305         rsurface.skeleton = NULL;
6306         rsurface.ent_skinnum = 0;
6307         rsurface.ent_qwskin = -1;
6308         rsurface.ent_shadertime = shadertime;
6309         Vector4Set(rsurface.ent_color, r, g, b, a);
6310         rsurface.ent_flags = entflags;
6311         rsurface.modelnum_vertices = numvertices;
6312         rsurface.modelnum_triangles = numtriangles;
6313         if (rsurface.array_size < rsurface.modelnum_vertices)
6314                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6315         rsurface.matrix = *matrix;
6316         rsurface.inversematrix = *inversematrix;
6317         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6318         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6319         R_Mesh_Matrix(&rsurface.matrix);
6320         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6321         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6322         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6323         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6324         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6325         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6326         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6327         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6328         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6329         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6330         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6331         VectorSet(rsurface.glowmod, 1, 1, 1);
6332         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6333         rsurface.frameblend[0].lerp = 1;
6334         rsurface.ent_alttextures = false;
6335         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6336         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6337         if (wanttangents)
6338         {
6339                 rsurface.modelvertex3f = vertex3f;
6340                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6341                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6342                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6343         }
6344         else if (wantnormals)
6345         {
6346                 rsurface.modelvertex3f = vertex3f;
6347                 rsurface.modelsvector3f = NULL;
6348                 rsurface.modeltvector3f = NULL;
6349                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6350         }
6351         else
6352         {
6353                 rsurface.modelvertex3f = vertex3f;
6354                 rsurface.modelsvector3f = NULL;
6355                 rsurface.modeltvector3f = NULL;
6356                 rsurface.modelnormal3f = NULL;
6357         }
6358         rsurface.modelvertex3f_bufferobject = 0;
6359         rsurface.modelvertex3f_bufferoffset = 0;
6360         rsurface.modelsvector3f_bufferobject = 0;
6361         rsurface.modelsvector3f_bufferoffset = 0;
6362         rsurface.modeltvector3f_bufferobject = 0;
6363         rsurface.modeltvector3f_bufferoffset = 0;
6364         rsurface.modelnormal3f_bufferobject = 0;
6365         rsurface.modelnormal3f_bufferoffset = 0;
6366         rsurface.generatedvertex = true;
6367         rsurface.modellightmapcolor4f  = color4f;
6368         rsurface.modellightmapcolor4f_bufferobject = 0;
6369         rsurface.modellightmapcolor4f_bufferoffset = 0;
6370         rsurface.modeltexcoordtexture2f  = texcoord2f;
6371         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6372         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6373         rsurface.modeltexcoordlightmap2f  = NULL;
6374         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6375         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6376         rsurface.modelelement3i = element3i;
6377         rsurface.modelelement3s = element3s;
6378         rsurface.modelelement3i_bufferobject = 0;
6379         rsurface.modelelement3s_bufferobject = 0;
6380         rsurface.modellightmapoffsets = NULL;
6381         rsurface.modelsurfaces = NULL;
6382         rsurface.vertex3f  = rsurface.modelvertex3f;
6383         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6384         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6385         rsurface.svector3f = rsurface.modelsvector3f;
6386         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6387         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6388         rsurface.tvector3f = rsurface.modeltvector3f;
6389         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6390         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6391         rsurface.normal3f  = rsurface.modelnormal3f;
6392         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6393         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6394         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6395
6396         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6397         {
6398                 if ((wantnormals || wanttangents) && !normal3f)
6399                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6400                 if (wanttangents && !svector3f)
6401                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6402         }
6403 }
6404
6405 float RSurf_FogPoint(const float *v)
6406 {
6407         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6408         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6409         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6410         float FogHeightFade = r_refdef.fogheightfade;
6411         float fogfrac;
6412         unsigned int fogmasktableindex;
6413         if (r_refdef.fogplaneviewabove)
6414                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6415         else
6416                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6417         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6418         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6419 }
6420
6421 float RSurf_FogVertex(const float *v)
6422 {
6423         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6424         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6425         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6426         float FogHeightFade = rsurface.fogheightfade;
6427         float fogfrac;
6428         unsigned int fogmasktableindex;
6429         if (r_refdef.fogplaneviewabove)
6430                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6431         else
6432                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6433         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6434         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6435 }
6436
6437 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6438 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6439 {
6440         int deformindex;
6441         int texturesurfaceindex;
6442         int i, j;
6443         float amplitude;
6444         float animpos;
6445         float scale;
6446         const float *v1, *in_tc;
6447         float *out_tc;
6448         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6449         float waveparms[4];
6450         q3shaderinfo_deform_t *deform;
6451         // 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
6452         if (rsurface.generatedvertex)
6453         {
6454                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6455                         generatenormals = true;
6456                 for (i = 0;i < Q3MAXDEFORMS;i++)
6457                 {
6458                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6459                         {
6460                                 generatetangents = true;
6461                                 generatenormals = true;
6462                         }
6463                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6464                                 generatenormals = true;
6465                 }
6466                 if (generatenormals && !rsurface.modelnormal3f)
6467                 {
6468                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6469                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6470                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6471                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6472                 }
6473                 if (generatetangents && !rsurface.modelsvector3f)
6474                 {
6475                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6476                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6477                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6478                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6479                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6480                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6481                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6482                 }
6483         }
6484         rsurface.vertex3f  = rsurface.modelvertex3f;
6485         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6486         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6487         rsurface.svector3f = rsurface.modelsvector3f;
6488         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6489         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6490         rsurface.tvector3f = rsurface.modeltvector3f;
6491         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6492         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6493         rsurface.normal3f  = rsurface.modelnormal3f;
6494         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6495         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6496         // if vertices are deformed (sprite flares and things in maps, possibly
6497         // water waves, bulges and other deformations), generate them into
6498         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6499         // (may be static model data or generated data for an animated model, or
6500         //  the previous deform pass)
6501         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6502         {
6503                 switch (deform->deform)
6504                 {
6505                 default:
6506                 case Q3DEFORM_PROJECTIONSHADOW:
6507                 case Q3DEFORM_TEXT0:
6508                 case Q3DEFORM_TEXT1:
6509                 case Q3DEFORM_TEXT2:
6510                 case Q3DEFORM_TEXT3:
6511                 case Q3DEFORM_TEXT4:
6512                 case Q3DEFORM_TEXT5:
6513                 case Q3DEFORM_TEXT6:
6514                 case Q3DEFORM_TEXT7:
6515                 case Q3DEFORM_NONE:
6516                         break;
6517                 case Q3DEFORM_AUTOSPRITE:
6518                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6519                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6520                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6521                         VectorNormalize(newforward);
6522                         VectorNormalize(newright);
6523                         VectorNormalize(newup);
6524                         // make deformed versions of only the model vertices used by the specified surfaces
6525                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6526                         {
6527                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6528                                 // a single autosprite surface can contain multiple sprites...
6529                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6530                                 {
6531                                         VectorClear(center);
6532                                         for (i = 0;i < 4;i++)
6533                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6534                                         VectorScale(center, 0.25f, center);
6535                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6536                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6537                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6538                                         for (i = 0;i < 4;i++)
6539                                         {
6540                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6541                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6542                                         }
6543                                 }
6544                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6545                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6546                         }
6547                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6548                         rsurface.vertex3f_bufferobject = 0;
6549                         rsurface.vertex3f_bufferoffset = 0;
6550                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6551                         rsurface.svector3f_bufferobject = 0;
6552                         rsurface.svector3f_bufferoffset = 0;
6553                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6554                         rsurface.tvector3f_bufferobject = 0;
6555                         rsurface.tvector3f_bufferoffset = 0;
6556                         rsurface.normal3f = rsurface.array_deformednormal3f;
6557                         rsurface.normal3f_bufferobject = 0;
6558                         rsurface.normal3f_bufferoffset = 0;
6559                         break;
6560                 case Q3DEFORM_AUTOSPRITE2:
6561                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6562                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6563                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6564                         VectorNormalize(newforward);
6565                         VectorNormalize(newright);
6566                         VectorNormalize(newup);
6567                         // make deformed versions of only the model vertices used by the specified surfaces
6568                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6569                         {
6570                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6571                                 const float *v1, *v2;
6572                                 vec3_t start, end;
6573                                 float f, l;
6574                                 struct
6575                                 {
6576                                         float length2;
6577                                         const float *v1;
6578                                         const float *v2;
6579                                 }
6580                                 shortest[2];
6581                                 memset(shortest, 0, sizeof(shortest));
6582                                 // a single autosprite surface can contain multiple sprites...
6583                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6584                                 {
6585                                         VectorClear(center);
6586                                         for (i = 0;i < 4;i++)
6587                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6588                                         VectorScale(center, 0.25f, center);
6589                                         // find the two shortest edges, then use them to define the
6590                                         // axis vectors for rotating around the central axis
6591                                         for (i = 0;i < 6;i++)
6592                                         {
6593                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6594                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6595 #if 0
6596                                                 Debug_PolygonBegin(NULL, 0);
6597                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6598                                                 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);
6599                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6600                                                 Debug_PolygonEnd();
6601 #endif
6602                                                 l = VectorDistance2(v1, v2);
6603                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6604                                                 if (v1[2] != v2[2])
6605                                                         l += (1.0f / 1024.0f);
6606                                                 if (shortest[0].length2 > l || i == 0)
6607                                                 {
6608                                                         shortest[1] = shortest[0];
6609                                                         shortest[0].length2 = l;
6610                                                         shortest[0].v1 = v1;
6611                                                         shortest[0].v2 = v2;
6612                                                 }
6613                                                 else if (shortest[1].length2 > l || i == 1)
6614                                                 {
6615                                                         shortest[1].length2 = l;
6616                                                         shortest[1].v1 = v1;
6617                                                         shortest[1].v2 = v2;
6618                                                 }
6619                                         }
6620                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6621                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6622 #if 0
6623                                         Debug_PolygonBegin(NULL, 0);
6624                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6625                                         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);
6626                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6627                                         Debug_PolygonEnd();
6628 #endif
6629                                         // this calculates the right vector from the shortest edge
6630                                         // and the up vector from the edge midpoints
6631                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6632                                         VectorNormalize(right);
6633                                         VectorSubtract(end, start, up);
6634                                         VectorNormalize(up);
6635                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6636                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6637                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6638                                         VectorNegate(forward, forward);
6639                                         VectorReflect(forward, 0, up, forward);
6640                                         VectorNormalize(forward);
6641                                         CrossProduct(up, forward, newright);
6642                                         VectorNormalize(newright);
6643 #if 0
6644                                         Debug_PolygonBegin(NULL, 0);
6645                                         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);
6646                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6647                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6648                                         Debug_PolygonEnd();
6649 #endif
6650 #if 0
6651                                         Debug_PolygonBegin(NULL, 0);
6652                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6653                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6654                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6655                                         Debug_PolygonEnd();
6656 #endif
6657                                         // rotate the quad around the up axis vector, this is made
6658                                         // especially easy by the fact we know the quad is flat,
6659                                         // so we only have to subtract the center position and
6660                                         // measure distance along the right vector, and then
6661                                         // multiply that by the newright vector and add back the
6662                                         // center position
6663                                         // we also need to subtract the old position to undo the
6664                                         // displacement from the center, which we do with a
6665                                         // DotProduct, the subtraction/addition of center is also
6666                                         // optimized into DotProducts here
6667                                         l = DotProduct(right, center);
6668                                         for (i = 0;i < 4;i++)
6669                                         {
6670                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6671                                                 f = DotProduct(right, v1) - l;
6672                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6673                                         }
6674                                 }
6675                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6676                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6677                         }
6678                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6679                         rsurface.vertex3f_bufferobject = 0;
6680                         rsurface.vertex3f_bufferoffset = 0;
6681                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6682                         rsurface.svector3f_bufferobject = 0;
6683                         rsurface.svector3f_bufferoffset = 0;
6684                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6685                         rsurface.tvector3f_bufferobject = 0;
6686                         rsurface.tvector3f_bufferoffset = 0;
6687                         rsurface.normal3f = rsurface.array_deformednormal3f;
6688                         rsurface.normal3f_bufferobject = 0;
6689                         rsurface.normal3f_bufferoffset = 0;
6690                         break;
6691                 case Q3DEFORM_NORMAL:
6692                         // deform the normals to make reflections wavey
6693                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6694                         {
6695                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6696                                 for (j = 0;j < surface->num_vertices;j++)
6697                                 {
6698                                         float vertex[3];
6699                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6700                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6701                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6702                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6703                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6704                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6705                                         VectorNormalize(normal);
6706                                 }
6707                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6708                         }
6709                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6710                         rsurface.svector3f_bufferobject = 0;
6711                         rsurface.svector3f_bufferoffset = 0;
6712                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6713                         rsurface.tvector3f_bufferobject = 0;
6714                         rsurface.tvector3f_bufferoffset = 0;
6715                         rsurface.normal3f = rsurface.array_deformednormal3f;
6716                         rsurface.normal3f_bufferobject = 0;
6717                         rsurface.normal3f_bufferoffset = 0;
6718                         break;
6719                 case Q3DEFORM_WAVE:
6720                         // deform vertex array to make wavey water and flags and such
6721                         waveparms[0] = deform->waveparms[0];
6722                         waveparms[1] = deform->waveparms[1];
6723                         waveparms[2] = deform->waveparms[2];
6724                         waveparms[3] = deform->waveparms[3];
6725                         // this is how a divisor of vertex influence on deformation
6726                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6727                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6728                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6729                         {
6730                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6731                                 for (j = 0;j < surface->num_vertices;j++)
6732                                 {
6733                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6734                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6735                                         // if the wavefunc depends on time, evaluate it per-vertex
6736                                         if (waveparms[3])
6737                                         {
6738                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6739                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6740                                         }
6741                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6742                                 }
6743                         }
6744                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6745                         rsurface.vertex3f_bufferobject = 0;
6746                         rsurface.vertex3f_bufferoffset = 0;
6747                         break;
6748                 case Q3DEFORM_BULGE:
6749                         // deform vertex array to make the surface have moving bulges
6750                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6751                         {
6752                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6753                                 for (j = 0;j < surface->num_vertices;j++)
6754                                 {
6755                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6756                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6757                                 }
6758                         }
6759                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6760                         rsurface.vertex3f_bufferobject = 0;
6761                         rsurface.vertex3f_bufferoffset = 0;
6762                         break;
6763                 case Q3DEFORM_MOVE:
6764                         // deform vertex array
6765                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6766                         VectorScale(deform->parms, scale, waveparms);
6767                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6768                         {
6769                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6770                                 for (j = 0;j < surface->num_vertices;j++)
6771                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6772                         }
6773                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6774                         rsurface.vertex3f_bufferobject = 0;
6775                         rsurface.vertex3f_bufferoffset = 0;
6776                         break;
6777                 }
6778         }
6779         // generate texcoords based on the chosen texcoord source
6780         switch(rsurface.texture->tcgen.tcgen)
6781         {
6782         default:
6783         case Q3TCGEN_TEXTURE:
6784                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6785                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6786                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6787                 break;
6788         case Q3TCGEN_LIGHTMAP:
6789                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6790                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6791                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6792                 break;
6793         case Q3TCGEN_VECTOR:
6794                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6795                 {
6796                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6797                         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)
6798                         {
6799                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6800                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6801                         }
6802                 }
6803                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6804                 rsurface.texcoordtexture2f_bufferobject  = 0;
6805                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6806                 break;
6807         case Q3TCGEN_ENVIRONMENT:
6808                 // make environment reflections using a spheremap
6809                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6810                 {
6811                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6812                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6813                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6814                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6815                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6816                         {
6817                                 // identical to Q3A's method, but executed in worldspace so
6818                                 // carried models can be shiny too
6819
6820                                 float viewer[3], d, reflected[3], worldreflected[3];
6821
6822                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6823                                 // VectorNormalize(viewer);
6824
6825                                 d = DotProduct(normal, viewer);
6826
6827                                 reflected[0] = normal[0]*2*d - viewer[0];
6828                                 reflected[1] = normal[1]*2*d - viewer[1];
6829                                 reflected[2] = normal[2]*2*d - viewer[2];
6830                                 // note: this is proportinal to viewer, so we can normalize later
6831
6832                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6833                                 VectorNormalize(worldreflected);
6834
6835                                 // note: this sphere map only uses world x and z!
6836                                 // so positive and negative y will LOOK THE SAME.
6837                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6838                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6839                         }
6840                 }
6841                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6842                 rsurface.texcoordtexture2f_bufferobject  = 0;
6843                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6844                 break;
6845         }
6846         // the only tcmod that needs software vertex processing is turbulent, so
6847         // check for it here and apply the changes if needed
6848         // and we only support that as the first one
6849         // (handling a mixture of turbulent and other tcmods would be problematic
6850         //  without punting it entirely to a software path)
6851         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6852         {
6853                 amplitude = rsurface.texture->tcmods[0].parms[1];
6854                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6855                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6856                 {
6857                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6858                         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)
6859                         {
6860                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6861                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6862                         }
6863                 }
6864                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6865                 rsurface.texcoordtexture2f_bufferobject  = 0;
6866                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6867         }
6868         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6869         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6870         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6871         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6872 }
6873
6874 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6875 {
6876         int i, j;
6877         const msurface_t *surface = texturesurfacelist[0];
6878         const msurface_t *surface2;
6879         int firstvertex;
6880         int endvertex;
6881         int numvertices;
6882         int numtriangles;
6883         // TODO: lock all array ranges before render, rather than on each surface
6884         if (texturenumsurfaces == 1)
6885         {
6886                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6887                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6888         }
6889         else if (r_batchmode.integer == 2)
6890         {
6891                 #define MAXBATCHTRIANGLES 4096
6892                 int batchtriangles = 0;
6893                 int batchelements[MAXBATCHTRIANGLES*3];
6894                 for (i = 0;i < texturenumsurfaces;i = j)
6895                 {
6896                         surface = texturesurfacelist[i];
6897                         j = i + 1;
6898                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6899                         {
6900                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6901                                 continue;
6902                         }
6903                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6904                         batchtriangles = surface->num_triangles;
6905                         firstvertex = surface->num_firstvertex;
6906                         endvertex = surface->num_firstvertex + surface->num_vertices;
6907                         for (;j < texturenumsurfaces;j++)
6908                         {
6909                                 surface2 = texturesurfacelist[j];
6910                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6911                                         break;
6912                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6913                                 batchtriangles += surface2->num_triangles;
6914                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6915                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6916                         }
6917                         surface2 = texturesurfacelist[j-1];
6918                         numvertices = endvertex - firstvertex;
6919                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6920                 }
6921         }
6922         else if (r_batchmode.integer == 1)
6923         {
6924                 for (i = 0;i < texturenumsurfaces;i = j)
6925                 {
6926                         surface = texturesurfacelist[i];
6927                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6928                                 if (texturesurfacelist[j] != surface2)
6929                                         break;
6930                         surface2 = texturesurfacelist[j-1];
6931                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6932                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6933                         GL_LockArrays(surface->num_firstvertex, numvertices);
6934                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6935                 }
6936         }
6937         else
6938         {
6939                 for (i = 0;i < texturenumsurfaces;i++)
6940                 {
6941                         surface = texturesurfacelist[i];
6942                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6943                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6944                 }
6945         }
6946 }
6947
6948 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6949 {
6950         int i, planeindex, vertexindex;
6951         float d, bestd;
6952         vec3_t vert;
6953         const float *v;
6954         r_waterstate_waterplane_t *p, *bestp;
6955         const msurface_t *surface;
6956         if (r_waterstate.renderingscene)
6957                 return;
6958         for (i = 0;i < texturenumsurfaces;i++)
6959         {
6960                 surface = texturesurfacelist[i];
6961                 if (lightmaptexunit >= 0)
6962                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6963                 if (deluxemaptexunit >= 0)
6964                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6965                 // pick the closest matching water plane
6966                 bestd = 0;
6967                 bestp = NULL;
6968                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6969                 {
6970                         d = 0;
6971                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6972                         {
6973                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6974                                 d += fabs(PlaneDiff(vert, &p->plane));
6975                         }
6976                         if (bestd > d || !bestp)
6977                         {
6978                                 bestd = d;
6979                                 bestp = p;
6980                         }
6981                 }
6982                 if (bestp)
6983                 {
6984                         if (refractiontexunit >= 0)
6985                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6986                         if (reflectiontexunit >= 0)
6987                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6988                 }
6989                 else
6990                 {
6991                         if (refractiontexunit >= 0)
6992                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6993                         if (reflectiontexunit >= 0)
6994                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6995                 }
6996                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6997                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6998         }
6999 }
7000
7001 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
7002 {
7003         int i;
7004         int j;
7005         const msurface_t *surface = texturesurfacelist[0];
7006         const msurface_t *surface2;
7007         int firstvertex;
7008         int endvertex;
7009         int numvertices;
7010         int numtriangles;
7011         // TODO: lock all array ranges before render, rather than on each surface
7012         if (texturenumsurfaces == 1)
7013         {
7014                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7015                 if (deluxemaptexunit >= 0)
7016                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7017                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7018                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7019         }
7020         else if (r_batchmode.integer == 2)
7021         {
7022                 #define MAXBATCHTRIANGLES 4096
7023                 int batchtriangles = 0;
7024                 int batchelements[MAXBATCHTRIANGLES*3];
7025                 for (i = 0;i < texturenumsurfaces;i = j)
7026                 {
7027                         surface = texturesurfacelist[i];
7028                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7029                         if (deluxemaptexunit >= 0)
7030                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7031                         j = i + 1;
7032                         if (surface->num_triangles > MAXBATCHTRIANGLES)
7033                         {
7034                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7035                                 continue;
7036                         }
7037                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7038                         batchtriangles = surface->num_triangles;
7039                         firstvertex = surface->num_firstvertex;
7040                         endvertex = surface->num_firstvertex + surface->num_vertices;
7041                         for (;j < texturenumsurfaces;j++)
7042                         {
7043                                 surface2 = texturesurfacelist[j];
7044                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7045                                         break;
7046                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7047                                 batchtriangles += surface2->num_triangles;
7048                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
7049                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7050                         }
7051                         surface2 = texturesurfacelist[j-1];
7052                         numvertices = endvertex - firstvertex;
7053                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7054                 }
7055         }
7056         else if (r_batchmode.integer == 1)
7057         {
7058 #if 0
7059                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7060                 for (i = 0;i < texturenumsurfaces;i = j)
7061                 {
7062                         surface = texturesurfacelist[i];
7063                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7064                                 if (texturesurfacelist[j] != surface2)
7065                                         break;
7066                         Con_Printf(" %i", j - i);
7067                 }
7068                 Con_Printf("\n");
7069                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7070 #endif
7071                 for (i = 0;i < texturenumsurfaces;i = j)
7072                 {
7073                         surface = texturesurfacelist[i];
7074                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7075                         if (deluxemaptexunit >= 0)
7076                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7077                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7078                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7079                                         break;
7080 #if 0
7081                         Con_Printf(" %i", j - i);
7082 #endif
7083                         surface2 = texturesurfacelist[j-1];
7084                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7085                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7086                         GL_LockArrays(surface->num_firstvertex, numvertices);
7087                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7088                 }
7089 #if 0
7090                 Con_Printf("\n");
7091 #endif
7092         }
7093         else
7094         {
7095                 for (i = 0;i < texturenumsurfaces;i++)
7096                 {
7097                         surface = texturesurfacelist[i];
7098                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7099                         if (deluxemaptexunit >= 0)
7100                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7101                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7102                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7103                 }
7104         }
7105 }
7106
7107 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7108 {
7109         int j;
7110         int texturesurfaceindex;
7111         if (r_showsurfaces.integer == 2)
7112         {
7113                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7114                 {
7115                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7116                         for (j = 0;j < surface->num_triangles;j++)
7117                         {
7118                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7119                                 GL_Color(f, f, f, 1);
7120                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7121                         }
7122                 }
7123         }
7124         else
7125         {
7126                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7127                 {
7128                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7129                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7130                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
7131                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7132                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7133                 }
7134         }
7135 }
7136
7137 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7138 {
7139         int texturesurfaceindex;
7140         int i;
7141         const float *v;
7142         float *c2;
7143         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7144         {
7145                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7146                 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)
7147                 {
7148                         c2[0] = 0.5;
7149                         c2[1] = 0.5;
7150                         c2[2] = 0.5;
7151                         c2[3] = 1;
7152                 }
7153         }
7154         rsurface.lightmapcolor4f = rsurface.array_color4f;
7155         rsurface.lightmapcolor4f_bufferobject = 0;
7156         rsurface.lightmapcolor4f_bufferoffset = 0;
7157 }
7158
7159 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7160 {
7161         int texturesurfaceindex;
7162         int i;
7163         float f;
7164         const float *v;
7165         const float *c;
7166         float *c2;
7167         if (rsurface.lightmapcolor4f)
7168         {
7169                 // generate color arrays for the surfaces in this list
7170                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7171                 {
7172                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7173                         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)
7174                         {
7175                                 f = RSurf_FogVertex(v);
7176                                 c2[0] = c[0] * f;
7177                                 c2[1] = c[1] * f;
7178                                 c2[2] = c[2] * f;
7179                                 c2[3] = c[3];
7180                         }
7181                 }
7182         }
7183         else
7184         {
7185                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7186                 {
7187                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7188                         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)
7189                         {
7190                                 f = RSurf_FogVertex(v);
7191                                 c2[0] = f;
7192                                 c2[1] = f;
7193                                 c2[2] = f;
7194                                 c2[3] = 1;
7195                         }
7196                 }
7197         }
7198         rsurface.lightmapcolor4f = rsurface.array_color4f;
7199         rsurface.lightmapcolor4f_bufferobject = 0;
7200         rsurface.lightmapcolor4f_bufferoffset = 0;
7201 }
7202
7203 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7204 {
7205         int texturesurfaceindex;
7206         int i;
7207         float f;
7208         const float *v;
7209         const float *c;
7210         float *c2;
7211         if (!rsurface.lightmapcolor4f)
7212                 return;
7213         // generate color arrays for the surfaces in this list
7214         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7215         {
7216                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7217                 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)
7218                 {
7219                         f = RSurf_FogVertex(v);
7220                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7221                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7222                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7223                         c2[3] = c[3];
7224                 }
7225         }
7226         rsurface.lightmapcolor4f = rsurface.array_color4f;
7227         rsurface.lightmapcolor4f_bufferobject = 0;
7228         rsurface.lightmapcolor4f_bufferoffset = 0;
7229 }
7230
7231 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7232 {
7233         int texturesurfaceindex;
7234         int i;
7235         const float *c;
7236         float *c2;
7237         if (!rsurface.lightmapcolor4f)
7238                 return;
7239         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7240         {
7241                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7242                 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)
7243                 {
7244                         c2[0] = c[0] * r;
7245                         c2[1] = c[1] * g;
7246                         c2[2] = c[2] * b;
7247                         c2[3] = c[3] * a;
7248                 }
7249         }
7250         rsurface.lightmapcolor4f = rsurface.array_color4f;
7251         rsurface.lightmapcolor4f_bufferobject = 0;
7252         rsurface.lightmapcolor4f_bufferoffset = 0;
7253 }
7254
7255 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7256 {
7257         int texturesurfaceindex;
7258         int i;
7259         const float *c;
7260         float *c2;
7261         if (!rsurface.lightmapcolor4f)
7262                 return;
7263         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7264         {
7265                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7266                 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)
7267                 {
7268                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7269                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7270                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7271                         c2[3] = c[3];
7272                 }
7273         }
7274         rsurface.lightmapcolor4f = rsurface.array_color4f;
7275         rsurface.lightmapcolor4f_bufferobject = 0;
7276         rsurface.lightmapcolor4f_bufferoffset = 0;
7277 }
7278
7279 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7280 {
7281         // TODO: optimize
7282         rsurface.lightmapcolor4f = NULL;
7283         rsurface.lightmapcolor4f_bufferobject = 0;
7284         rsurface.lightmapcolor4f_bufferoffset = 0;
7285         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7286         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7287         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7288         GL_Color(r, g, b, a);
7289         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7290 }
7291
7292 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7293 {
7294         // TODO: optimize applyfog && applycolor case
7295         // just apply fog if necessary, and tint the fog color array if necessary
7296         rsurface.lightmapcolor4f = NULL;
7297         rsurface.lightmapcolor4f_bufferobject = 0;
7298         rsurface.lightmapcolor4f_bufferoffset = 0;
7299         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7300         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7301         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7302         GL_Color(r, g, b, a);
7303         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7304 }
7305
7306 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7307 {
7308         int texturesurfaceindex;
7309         int i;
7310         float *c;
7311         // TODO: optimize
7312         if (texturesurfacelist[0]->lightmapinfo)
7313         {
7314                 // generate color arrays for the surfaces in this list
7315                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7316                 {
7317                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7318                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7319                         {
7320                                 if (surface->lightmapinfo->samples)
7321                                 {
7322                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7323                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7324                                         VectorScale(lm, scale, c);
7325                                         if (surface->lightmapinfo->styles[1] != 255)
7326                                         {
7327                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7328                                                 lm += size3;
7329                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7330                                                 VectorMA(c, scale, lm, c);
7331                                                 if (surface->lightmapinfo->styles[2] != 255)
7332                                                 {
7333                                                         lm += size3;
7334                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7335                                                         VectorMA(c, scale, lm, c);
7336                                                         if (surface->lightmapinfo->styles[3] != 255)
7337                                                         {
7338                                                                 lm += size3;
7339                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7340                                                                 VectorMA(c, scale, lm, c);
7341                                                         }
7342                                                 }
7343                                         }
7344                                 }
7345                                 else
7346                                         VectorClear(c);
7347                                 c[3] = 1;
7348                         }
7349                 }
7350                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7351                 rsurface.lightmapcolor4f_bufferobject = 0;
7352                 rsurface.lightmapcolor4f_bufferoffset = 0;
7353         }
7354         else
7355         {
7356                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7357                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7358                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7359         }
7360         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7361         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7362         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7363         GL_Color(r, g, b, a);
7364         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7365 }
7366
7367 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7368 {
7369         int texturesurfaceindex;
7370         int i;
7371         float f;
7372         float alpha;
7373         const float *v;
7374         const float *n;
7375         float *c;
7376         vec3_t ambientcolor;
7377         vec3_t diffusecolor;
7378         vec3_t lightdir;
7379         // TODO: optimize
7380         // model lighting
7381         VectorCopy(rsurface.modellight_lightdir, lightdir);
7382         f = 0.5f * r_refdef.lightmapintensity;
7383         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7384         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7385         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7386         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7387         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7388         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7389         alpha = *a;
7390         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7391         {
7392                 // generate color arrays for the surfaces in this list
7393                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7394                 {
7395                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7396                         int numverts = surface->num_vertices;
7397                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7398                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7399                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7400                         // q3-style directional shading
7401                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7402                         {
7403                                 if ((f = DotProduct(n, lightdir)) > 0)
7404                                         VectorMA(ambientcolor, f, diffusecolor, c);
7405                                 else
7406                                         VectorCopy(ambientcolor, c);
7407                                 c[3] = alpha;
7408                         }
7409                 }
7410                 *r = 1;
7411                 *g = 1;
7412                 *b = 1;
7413                 *a = 1;
7414                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7415                 rsurface.lightmapcolor4f_bufferobject = 0;
7416                 rsurface.lightmapcolor4f_bufferoffset = 0;
7417                 *applycolor = false;
7418         }
7419         else
7420         {
7421                 *r = ambientcolor[0];
7422                 *g = ambientcolor[1];
7423                 *b = ambientcolor[2];
7424                 rsurface.lightmapcolor4f = NULL;
7425                 rsurface.lightmapcolor4f_bufferobject = 0;
7426                 rsurface.lightmapcolor4f_bufferoffset = 0;
7427         }
7428 }
7429
7430 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7431 {
7432         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7433         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7434         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7435         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7436         GL_Color(r, g, b, a);
7437         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7438 }
7439
7440 void RSurf_SetupDepthAndCulling(void)
7441 {
7442         // submodels are biased to avoid z-fighting with world surfaces that they
7443         // may be exactly overlapping (avoids z-fighting artifacts on certain
7444         // doors and things in Quake maps)
7445         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7446         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7447         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7448         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7449 }
7450
7451 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7452 {
7453         // transparent sky would be ridiculous
7454         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7455                 return;
7456         R_SetupGenericShader(false);
7457         skyrenderlater = true;
7458         RSurf_SetupDepthAndCulling();
7459         GL_DepthMask(true);
7460         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7461         // skymasking on them, and Quake3 never did sky masking (unlike
7462         // software Quake and software Quake2), so disable the sky masking
7463         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7464         // and skymasking also looks very bad when noclipping outside the
7465         // level, so don't use it then either.
7466         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7467         {
7468                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7469                 R_Mesh_ColorPointer(NULL, 0, 0);
7470                 R_Mesh_ResetTextureState();
7471                 if (skyrendermasked)
7472                 {
7473                         R_SetupDepthOrShadowShader();
7474                         // depth-only (masking)
7475                         GL_ColorMask(0,0,0,0);
7476                         // just to make sure that braindead drivers don't draw
7477                         // anything despite that colormask...
7478                         GL_BlendFunc(GL_ZERO, GL_ONE);
7479                 }
7480                 else
7481                 {
7482                         R_SetupGenericShader(false);
7483                         // fog sky
7484                         GL_BlendFunc(GL_ONE, GL_ZERO);
7485                 }
7486                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7487                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7488                 if (skyrendermasked)
7489                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7490         }
7491         R_Mesh_ResetTextureState();
7492         GL_Color(1, 1, 1, 1);
7493 }
7494
7495 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7496 {
7497         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7498                 return;
7499
7500         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7501         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7502         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7503         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7504         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7505         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7506         if (rsurface.texture->backgroundcurrentskinframe)
7507         {
7508                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7509                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7510                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7511                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7512         }
7513         if(rsurface.texture->colormapping)
7514         {
7515                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7516                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7517         }
7518         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7519         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7520                 R_Mesh_ColorPointer(NULL, 0, 0);
7521         else
7522                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7523
7524         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7525         {
7526                 // render background
7527                 GL_BlendFunc(GL_ONE, GL_ZERO);
7528                 GL_DepthMask(true);
7529                 GL_AlphaTest(false);
7530
7531                 GL_Color(1, 1, 1, 1);
7532                 R_Mesh_ColorPointer(NULL, 0, 0);
7533
7534                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7535                 if (r_glsl_permutation)
7536                 {
7537                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7538                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7539                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7540                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7541                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7542                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7543                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7544                 }
7545                 GL_LockArrays(0, 0);
7546
7547                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7548                 GL_DepthMask(false);
7549                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7550                         R_Mesh_ColorPointer(NULL, 0, 0);
7551                 else
7552                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7553                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7554                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7555         }
7556
7557         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7558         if (!r_glsl_permutation)
7559                 return;
7560
7561         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7562         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7563         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7564         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7565         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7566         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7567
7568         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7569         {
7570                 GL_BlendFunc(GL_ONE, GL_ZERO);
7571                 GL_DepthMask(true);
7572                 GL_AlphaTest(false);
7573         }
7574         else
7575         {
7576                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7577                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7578                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7579         }
7580
7581         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7582         {
7583                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7584                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7585                 else
7586                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7587         }
7588         else
7589         {
7590                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7591                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7592                 else
7593                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7594         }
7595         GL_LockArrays(0, 0);
7596 }
7597
7598 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7599 {
7600         // OpenGL 1.3 path - anything not completely ancient
7601         int texturesurfaceindex;
7602         qboolean applycolor;
7603         qboolean applyfog;
7604         rmeshstate_t m;
7605         int layerindex;
7606         const texturelayer_t *layer;
7607         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7608
7609         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7610         {
7611                 vec4_t layercolor;
7612                 int layertexrgbscale;
7613                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7614                 {
7615                         if (layerindex == 0)
7616                                 GL_AlphaTest(true);
7617                         else
7618                         {
7619                                 GL_AlphaTest(false);
7620                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7621                         }
7622                 }
7623                 GL_DepthMask(layer->depthmask && writedepth);
7624                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7625                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7626                 {
7627                         layertexrgbscale = 4;
7628                         VectorScale(layer->color, 0.25f, layercolor);
7629                 }
7630                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7631                 {
7632                         layertexrgbscale = 2;
7633                         VectorScale(layer->color, 0.5f, layercolor);
7634                 }
7635                 else
7636                 {
7637                         layertexrgbscale = 1;
7638                         VectorScale(layer->color, 1.0f, layercolor);
7639                 }
7640                 layercolor[3] = layer->color[3];
7641                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7642                 R_Mesh_ColorPointer(NULL, 0, 0);
7643                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7644                 switch (layer->type)
7645                 {
7646                 case TEXTURELAYERTYPE_LITTEXTURE:
7647                         memset(&m, 0, sizeof(m));
7648                         m.tex[0] = R_GetTexture(r_texture_white);
7649                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7650                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7651                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7652                         m.tex[1] = R_GetTexture(layer->texture);
7653                         m.texmatrix[1] = layer->texmatrix;
7654                         m.texrgbscale[1] = layertexrgbscale;
7655                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7656                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7657                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7658                         R_Mesh_TextureState(&m);
7659                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7660                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7661                         else if (rsurface.uselightmaptexture)
7662                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7663                         else
7664                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7665                         break;
7666                 case TEXTURELAYERTYPE_TEXTURE:
7667                         memset(&m, 0, sizeof(m));
7668                         m.tex[0] = R_GetTexture(layer->texture);
7669                         m.texmatrix[0] = layer->texmatrix;
7670                         m.texrgbscale[0] = layertexrgbscale;
7671                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7672                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7673                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7674                         R_Mesh_TextureState(&m);
7675                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7676                         break;
7677                 case TEXTURELAYERTYPE_FOG:
7678                         memset(&m, 0, sizeof(m));
7679                         m.texrgbscale[0] = layertexrgbscale;
7680                         if (layer->texture)
7681                         {
7682                                 m.tex[0] = R_GetTexture(layer->texture);
7683                                 m.texmatrix[0] = layer->texmatrix;
7684                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7685                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7686                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7687                         }
7688                         R_Mesh_TextureState(&m);
7689                         // generate a color array for the fog pass
7690                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7691                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7692                         {
7693                                 int i;
7694                                 float f;
7695                                 const float *v;
7696                                 float *c;
7697                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7698                                 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)
7699                                 {
7700                                         f = 1 - RSurf_FogVertex(v);
7701                                         c[0] = layercolor[0];
7702                                         c[1] = layercolor[1];
7703                                         c[2] = layercolor[2];
7704                                         c[3] = f * layercolor[3];
7705                                 }
7706                         }
7707                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7708                         break;
7709                 default:
7710                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7711                 }
7712                 GL_LockArrays(0, 0);
7713         }
7714         CHECKGLERROR
7715         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7716         {
7717                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7718                 GL_AlphaTest(false);
7719         }
7720 }
7721
7722 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7723 {
7724         // OpenGL 1.1 - crusty old voodoo path
7725         int texturesurfaceindex;
7726         qboolean applyfog;
7727         rmeshstate_t m;
7728         int layerindex;
7729         const texturelayer_t *layer;
7730         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7731
7732         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7733         {
7734                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7735                 {
7736                         if (layerindex == 0)
7737                                 GL_AlphaTest(true);
7738                         else
7739                         {
7740                                 GL_AlphaTest(false);
7741                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7742                         }
7743                 }
7744                 GL_DepthMask(layer->depthmask && writedepth);
7745                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7746                 R_Mesh_ColorPointer(NULL, 0, 0);
7747                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7748                 switch (layer->type)
7749                 {
7750                 case TEXTURELAYERTYPE_LITTEXTURE:
7751                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7752                         {
7753                                 // two-pass lit texture with 2x rgbscale
7754                                 // first the lightmap pass
7755                                 memset(&m, 0, sizeof(m));
7756                                 m.tex[0] = R_GetTexture(r_texture_white);
7757                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7758                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7759                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7760                                 R_Mesh_TextureState(&m);
7761                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7762                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7763                                 else if (rsurface.uselightmaptexture)
7764                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7765                                 else
7766                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7767                                 GL_LockArrays(0, 0);
7768                                 // then apply the texture to it
7769                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7770                                 memset(&m, 0, sizeof(m));
7771                                 m.tex[0] = R_GetTexture(layer->texture);
7772                                 m.texmatrix[0] = layer->texmatrix;
7773                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7774                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7775                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7776                                 R_Mesh_TextureState(&m);
7777                                 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);
7778                         }
7779                         else
7780                         {
7781                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7782                                 memset(&m, 0, sizeof(m));
7783                                 m.tex[0] = R_GetTexture(layer->texture);
7784                                 m.texmatrix[0] = layer->texmatrix;
7785                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7786                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7787                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7788                                 R_Mesh_TextureState(&m);
7789                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7790                                         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);
7791                                 else
7792                                         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);
7793                         }
7794                         break;
7795                 case TEXTURELAYERTYPE_TEXTURE:
7796                         // singletexture unlit texture with transparency support
7797                         memset(&m, 0, sizeof(m));
7798                         m.tex[0] = R_GetTexture(layer->texture);
7799                         m.texmatrix[0] = layer->texmatrix;
7800                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7801                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7802                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7803                         R_Mesh_TextureState(&m);
7804                         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);
7805                         break;
7806                 case TEXTURELAYERTYPE_FOG:
7807                         // singletexture fogging
7808                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7809                         if (layer->texture)
7810                         {
7811                                 memset(&m, 0, sizeof(m));
7812                                 m.tex[0] = R_GetTexture(layer->texture);
7813                                 m.texmatrix[0] = layer->texmatrix;
7814                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7815                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7816                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7817                                 R_Mesh_TextureState(&m);
7818                         }
7819                         else
7820                                 R_Mesh_ResetTextureState();
7821                         // generate a color array for the fog pass
7822                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7823                         {
7824                                 int i;
7825                                 float f;
7826                                 const float *v;
7827                                 float *c;
7828                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7829                                 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)
7830                                 {
7831                                         f = 1 - RSurf_FogVertex(v);
7832                                         c[0] = layer->color[0];
7833                                         c[1] = layer->color[1];
7834                                         c[2] = layer->color[2];
7835                                         c[3] = f * layer->color[3];
7836                                 }
7837                         }
7838                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7839                         break;
7840                 default:
7841                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7842                 }
7843                 GL_LockArrays(0, 0);
7844         }
7845         CHECKGLERROR
7846         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7847         {
7848                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7849                 GL_AlphaTest(false);
7850         }
7851 }
7852
7853 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7854 {
7855         float c[4];
7856
7857         GL_AlphaTest(false);
7858         R_Mesh_ColorPointer(NULL, 0, 0);
7859         R_Mesh_ResetTextureState();
7860         R_SetupGenericShader(false);
7861
7862         if(rsurface.texture && rsurface.texture->currentskinframe)
7863         {
7864                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7865                 c[3] *= rsurface.texture->currentalpha;
7866         }
7867         else
7868         {
7869                 c[0] = 1;
7870                 c[1] = 0;
7871                 c[2] = 1;
7872                 c[3] = 1;
7873         }
7874
7875         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7876         {
7877                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7878                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7879                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7880         }
7881
7882         // brighten it up (as texture value 127 means "unlit")
7883         c[0] *= 2 * r_refdef.view.colorscale;
7884         c[1] *= 2 * r_refdef.view.colorscale;
7885         c[2] *= 2 * r_refdef.view.colorscale;
7886
7887         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7888                 c[3] *= r_wateralpha.value;
7889
7890         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7891         {
7892                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7893                 GL_DepthMask(false);
7894         }
7895         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7896         {
7897                 GL_BlendFunc(GL_ONE, GL_ONE);
7898                 GL_DepthMask(false);
7899         }
7900         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7901         {
7902                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7903                 GL_DepthMask(false);
7904         }
7905         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7906         {
7907                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7908                 GL_DepthMask(false);
7909         }
7910         else
7911         {
7912                 GL_BlendFunc(GL_ONE, GL_ZERO);
7913                 GL_DepthMask(writedepth);
7914         }
7915
7916         rsurface.lightmapcolor4f = NULL;
7917
7918         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7919         {
7920                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7921
7922                 rsurface.lightmapcolor4f = NULL;
7923                 rsurface.lightmapcolor4f_bufferobject = 0;
7924                 rsurface.lightmapcolor4f_bufferoffset = 0;
7925         }
7926         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7927         {
7928                 qboolean applycolor = true;
7929                 float one = 1.0;
7930
7931                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7932
7933                 r_refdef.lightmapintensity = 1;
7934                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7935                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7936         }
7937         else
7938         {
7939                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7940
7941                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7942                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7943                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7944         }
7945
7946         if(!rsurface.lightmapcolor4f)
7947                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7948
7949         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7950         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7951         if(r_refdef.fogenabled)
7952                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7953
7954         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7955         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7956 }
7957
7958 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7959 {
7960         CHECKGLERROR
7961         RSurf_SetupDepthAndCulling();
7962         if (r_showsurfaces.integer == 3)
7963         {
7964                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7965                 return;
7966         }
7967         switch (vid.renderpath)
7968         {
7969         case RENDERPATH_GL20:
7970                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7971                 break;
7972         case RENDERPATH_GL13:
7973                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7974                 break;
7975         case RENDERPATH_GL11:
7976                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7977                 break;
7978         }
7979         CHECKGLERROR
7980 }
7981
7982 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7983 {
7984         CHECKGLERROR
7985         RSurf_SetupDepthAndCulling();
7986         if (r_showsurfaces.integer == 3)
7987         {
7988                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7989                 return;
7990         }
7991         switch (vid.renderpath)
7992         {
7993         case RENDERPATH_GL20:
7994                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7995                 break;
7996         case RENDERPATH_GL13:
7997                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7998                 break;
7999         case RENDERPATH_GL11:
8000                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8001                 break;
8002         }
8003         CHECKGLERROR
8004 }
8005
8006 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8007 {
8008         int i, j;
8009         int texturenumsurfaces, endsurface;
8010         texture_t *texture;
8011         const msurface_t *surface;
8012         const msurface_t *texturesurfacelist[1024];
8013
8014         // if the model is static it doesn't matter what value we give for
8015         // wantnormals and wanttangents, so this logic uses only rules applicable
8016         // to a model, knowing that they are meaningless otherwise
8017         if (ent == r_refdef.scene.worldentity)
8018                 RSurf_ActiveWorldEntity();
8019         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8020                 RSurf_ActiveModelEntity(ent, false, false);
8021         else
8022         {
8023                 switch (vid.renderpath)
8024                 {
8025                 case RENDERPATH_GL20:
8026                         RSurf_ActiveModelEntity(ent, true, true);
8027                         break;
8028                 case RENDERPATH_GL13:
8029                 case RENDERPATH_GL11:
8030                         RSurf_ActiveModelEntity(ent, true, false);
8031                         break;
8032                 }
8033         }
8034
8035         for (i = 0;i < numsurfaces;i = j)
8036         {
8037                 j = i + 1;
8038                 surface = rsurface.modelsurfaces + surfacelist[i];
8039                 texture = surface->texture;
8040                 rsurface.texture = R_GetCurrentTexture(texture);
8041                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8042                 // scan ahead until we find a different texture
8043                 endsurface = min(i + 1024, numsurfaces);
8044                 texturenumsurfaces = 0;
8045                 texturesurfacelist[texturenumsurfaces++] = surface;
8046                 for (;j < endsurface;j++)
8047                 {
8048                         surface = rsurface.modelsurfaces + surfacelist[j];
8049                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
8050                                 break;
8051                         texturesurfacelist[texturenumsurfaces++] = surface;
8052                 }
8053                 // render the range of surfaces
8054                 if (ent == r_refdef.scene.worldentity)
8055                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8056                 else
8057                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8058         }
8059         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8060         GL_AlphaTest(false);
8061 }
8062
8063 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
8064 {
8065         const entity_render_t *queueentity = r_refdef.scene.worldentity;
8066         CHECKGLERROR
8067         if (depthonly)
8068         {
8069                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8070                         return;
8071                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8072                         return;
8073                 RSurf_SetupDepthAndCulling();
8074                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8075                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8076         }
8077         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8078         {
8079                 RSurf_SetupDepthAndCulling();
8080                 GL_AlphaTest(false);
8081                 R_Mesh_ColorPointer(NULL, 0, 0);
8082                 R_Mesh_ResetTextureState();
8083                 R_SetupGenericShader(false);
8084                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8085                 GL_DepthMask(true);
8086                 GL_BlendFunc(GL_ONE, GL_ZERO);
8087                 GL_Color(0, 0, 0, 1);
8088                 GL_DepthTest(writedepth);
8089                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8090         }
8091         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8092         {
8093                 RSurf_SetupDepthAndCulling();
8094                 GL_AlphaTest(false);
8095                 R_Mesh_ColorPointer(NULL, 0, 0);
8096                 R_Mesh_ResetTextureState();
8097                 R_SetupGenericShader(false);
8098                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8099                 GL_DepthMask(true);
8100                 GL_BlendFunc(GL_ONE, GL_ZERO);
8101                 GL_DepthTest(true);
8102                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8103         }
8104         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8105                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8106         else if (!rsurface.texture->currentnumlayers)
8107                 return;
8108         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8109         {
8110                 // transparent surfaces get pushed off into the transparent queue
8111                 int surfacelistindex;
8112                 const msurface_t *surface;
8113                 vec3_t tempcenter, center;
8114                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8115                 {
8116                         surface = texturesurfacelist[surfacelistindex];
8117                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8118                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8119                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8120                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8121                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8122                 }
8123         }
8124         else
8125         {
8126                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8127                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8128         }
8129         CHECKGLERROR
8130 }
8131
8132 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8133 {
8134         int i, j;
8135         texture_t *texture;
8136         // break the surface list down into batches by texture and use of lightmapping
8137         for (i = 0;i < numsurfaces;i = j)
8138         {
8139                 j = i + 1;
8140                 // texture is the base texture pointer, rsurface.texture is the
8141                 // current frame/skin the texture is directing us to use (for example
8142                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8143                 // use skin 1 instead)
8144                 texture = surfacelist[i]->texture;
8145                 rsurface.texture = R_GetCurrentTexture(texture);
8146                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8147                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8148                 {
8149                         // if this texture is not the kind we want, skip ahead to the next one
8150                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8151                                 ;
8152                         continue;
8153                 }
8154                 // simply scan ahead until we find a different texture or lightmap state
8155                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8156                         ;
8157                 // render the range of surfaces
8158                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8159         }
8160 }
8161
8162 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8163 {
8164         CHECKGLERROR
8165         if (depthonly)
8166         {
8167                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8168                         return;
8169                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8170                         return;
8171                 RSurf_SetupDepthAndCulling();
8172                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8173                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8174         }
8175         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8176         {
8177                 RSurf_SetupDepthAndCulling();
8178                 GL_AlphaTest(false);
8179                 R_Mesh_ColorPointer(NULL, 0, 0);
8180                 R_Mesh_ResetTextureState();
8181                 R_SetupGenericShader(false);
8182                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8183                 GL_DepthMask(true);
8184                 GL_BlendFunc(GL_ONE, GL_ZERO);
8185                 GL_Color(0, 0, 0, 1);
8186                 GL_DepthTest(writedepth);
8187                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8188         }
8189         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8190         {
8191                 RSurf_SetupDepthAndCulling();
8192                 GL_AlphaTest(false);
8193                 R_Mesh_ColorPointer(NULL, 0, 0);
8194                 R_Mesh_ResetTextureState();
8195                 R_SetupGenericShader(false);
8196                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8197                 GL_DepthMask(true);
8198                 GL_BlendFunc(GL_ONE, GL_ZERO);
8199                 GL_DepthTest(true);
8200                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8201         }
8202         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8203                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8204         else if (!rsurface.texture->currentnumlayers)
8205                 return;
8206         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8207         {
8208                 // transparent surfaces get pushed off into the transparent queue
8209                 int surfacelistindex;
8210                 const msurface_t *surface;
8211                 vec3_t tempcenter, center;
8212                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8213                 {
8214                         surface = texturesurfacelist[surfacelistindex];
8215                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8216                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8217                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8218                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8219                         if (queueentity->transparent_offset) // transparent offset
8220                         {
8221                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8222                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8223                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8224                         }
8225                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8226                 }
8227         }
8228         else
8229         {
8230                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8231                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8232         }
8233         CHECKGLERROR
8234 }
8235
8236 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8237 {
8238         int i, j;
8239         texture_t *texture;
8240         // break the surface list down into batches by texture and use of lightmapping
8241         for (i = 0;i < numsurfaces;i = j)
8242         {
8243                 j = i + 1;
8244                 // texture is the base texture pointer, rsurface.texture is the
8245                 // current frame/skin the texture is directing us to use (for example
8246                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8247                 // use skin 1 instead)
8248                 texture = surfacelist[i]->texture;
8249                 rsurface.texture = R_GetCurrentTexture(texture);
8250                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8251                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8252                 {
8253                         // if this texture is not the kind we want, skip ahead to the next one
8254                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8255                                 ;
8256                         continue;
8257                 }
8258                 // simply scan ahead until we find a different texture or lightmap state
8259                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8260                         ;
8261                 // render the range of surfaces
8262                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8263         }
8264 }
8265
8266 float locboxvertex3f[6*4*3] =
8267 {
8268         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8269         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8270         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8271         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8272         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8273         1,0,0, 0,0,0, 0,1,0, 1,1,0
8274 };
8275
8276 unsigned short locboxelements[6*2*3] =
8277 {
8278          0, 1, 2, 0, 2, 3,
8279          4, 5, 6, 4, 6, 7,
8280          8, 9,10, 8,10,11,
8281         12,13,14, 12,14,15,
8282         16,17,18, 16,18,19,
8283         20,21,22, 20,22,23
8284 };
8285
8286 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8287 {
8288         int i, j;
8289         cl_locnode_t *loc = (cl_locnode_t *)ent;
8290         vec3_t mins, size;
8291         float vertex3f[6*4*3];
8292         CHECKGLERROR
8293         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8294         GL_DepthMask(false);
8295         GL_DepthRange(0, 1);
8296         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8297         GL_DepthTest(true);
8298         GL_CullFace(GL_NONE);
8299         R_Mesh_Matrix(&identitymatrix);
8300
8301         R_Mesh_VertexPointer(vertex3f, 0, 0);
8302         R_Mesh_ColorPointer(NULL, 0, 0);
8303         R_Mesh_ResetTextureState();
8304         R_SetupGenericShader(false);
8305
8306         i = surfacelist[0];
8307         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8308                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8309                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8310                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8311
8312         if (VectorCompare(loc->mins, loc->maxs))
8313         {
8314                 VectorSet(size, 2, 2, 2);
8315                 VectorMA(loc->mins, -0.5f, size, mins);
8316         }
8317         else
8318         {
8319                 VectorCopy(loc->mins, mins);
8320                 VectorSubtract(loc->maxs, loc->mins, size);
8321         }
8322
8323         for (i = 0;i < 6*4*3;)
8324                 for (j = 0;j < 3;j++, i++)
8325                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8326
8327         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8328 }
8329
8330 void R_DrawLocs(void)
8331 {
8332         int index;
8333         cl_locnode_t *loc, *nearestloc;
8334         vec3_t center;
8335         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8336         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8337         {
8338                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8339                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8340         }
8341 }
8342
8343 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8344 {
8345         if (decalsystem->decals)
8346                 Mem_Free(decalsystem->decals);
8347         memset(decalsystem, 0, sizeof(*decalsystem));
8348 }
8349
8350 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8351 {
8352         tridecal_t *decal;
8353         tridecal_t *decals;
8354         int i;
8355         int maxdecals;
8356
8357         // expand or initialize the system
8358         if (decalsystem->maxdecals <= decalsystem->numdecals)
8359         {
8360                 decalsystem_t old = *decalsystem;
8361                 qboolean useshortelements;
8362                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8363                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8364                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8365                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8366                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8367                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8368                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8369                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8370                 if (decalsystem->numdecals)
8371                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8372                 if (old.decals)
8373                         Mem_Free(old.decals);
8374                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8375                         decalsystem->element3i[i] = i;
8376                 if (useshortelements)
8377                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8378                                 decalsystem->element3s[i] = i;
8379         }
8380
8381         // grab a decal and search for another free slot for the next one
8382         maxdecals = decalsystem->maxdecals;
8383         decals = decalsystem->decals;
8384         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8385         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8386                 ;
8387         decalsystem->freedecal = i;
8388         if (decalsystem->numdecals <= i)
8389                 decalsystem->numdecals = i + 1;
8390
8391         // initialize the decal
8392         decal->lived = 0;
8393         decal->triangleindex = triangleindex;
8394         decal->surfaceindex = surfaceindex;
8395         decal->decalsequence = decalsequence;
8396         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8397         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8398         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8399         decal->color4ub[0][3] = 255;
8400         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8401         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8402         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8403         decal->color4ub[1][3] = 255;
8404         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8405         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8406         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8407         decal->color4ub[2][3] = 255;
8408         decal->vertex3f[0][0] = v0[0];
8409         decal->vertex3f[0][1] = v0[1];
8410         decal->vertex3f[0][2] = v0[2];
8411         decal->vertex3f[1][0] = v1[0];
8412         decal->vertex3f[1][1] = v1[1];
8413         decal->vertex3f[1][2] = v1[2];
8414         decal->vertex3f[2][0] = v2[0];
8415         decal->vertex3f[2][1] = v2[1];
8416         decal->vertex3f[2][2] = v2[2];
8417         decal->texcoord2f[0][0] = t0[0];
8418         decal->texcoord2f[0][1] = t0[1];
8419         decal->texcoord2f[1][0] = t1[0];
8420         decal->texcoord2f[1][1] = t1[1];
8421         decal->texcoord2f[2][0] = t2[0];
8422         decal->texcoord2f[2][1] = t2[1];
8423 }
8424
8425 extern cvar_t cl_decals_bias;
8426 extern cvar_t cl_decals_models;
8427 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8428 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8429 {
8430         matrix4x4_t projection;
8431         decalsystem_t *decalsystem;
8432         qboolean dynamic;
8433         dp_model_t *model;
8434         const float *vertex3f;
8435         const msurface_t *surface;
8436         const msurface_t *surfaces;
8437         const int *surfacelist;
8438         const texture_t *texture;
8439         int numvertices;
8440         int numtriangles;
8441         int numsurfacelist;
8442         int surfacelistindex;
8443         int surfaceindex;
8444         int triangleindex;
8445         int decalsurfaceindex;
8446         int cornerindex;
8447         int index;
8448         int numpoints;
8449         const int *e;
8450         float localorigin[3];
8451         float localnormal[3];
8452         float localmins[3];
8453         float localmaxs[3];
8454         float localsize;
8455         float ilocalsize;
8456         float v[9][3];
8457         float tc[9][2];
8458         float c[9][4];
8459         //float normal[3];
8460         float planes[6][4];
8461         float f;
8462         float points[2][9][3];
8463         float angles[3];
8464         float temp[3];
8465
8466         decalsystem = &ent->decalsystem;
8467         model = ent->model;
8468         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8469         {
8470                 R_DecalSystem_Reset(&ent->decalsystem);
8471                 return;
8472         }
8473
8474         if (!model->brush.data_nodes && !cl_decals_models.integer)
8475         {
8476                 if (decalsystem->model)
8477                         R_DecalSystem_Reset(decalsystem);
8478                 return;
8479         }
8480
8481         if (decalsystem->model != model)
8482                 R_DecalSystem_Reset(decalsystem);
8483         decalsystem->model = model;
8484
8485         RSurf_ActiveModelEntity(ent, false, false);
8486
8487         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8488         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8489         VectorNormalize(localnormal);
8490         localsize = worldsize*rsurface.inversematrixscale;
8491         ilocalsize = 1.0f / localsize;
8492         localmins[0] = localorigin[0] - localsize;
8493         localmins[1] = localorigin[1] - localsize;
8494         localmins[2] = localorigin[2] - localsize;
8495         localmaxs[0] = localorigin[0] + localsize;
8496         localmaxs[1] = localorigin[1] + localsize;
8497         localmaxs[2] = localorigin[2] + localsize;
8498
8499         //VectorCopy(localnormal, planes[4]);
8500         //VectorVectors(planes[4], planes[2], planes[0]);
8501         AnglesFromVectors(angles, localnormal, NULL, false);
8502         AngleVectors(angles, planes[0], planes[2], planes[4]);
8503         VectorNegate(planes[0], planes[1]);
8504         VectorNegate(planes[2], planes[3]);
8505         VectorNegate(planes[4], planes[5]);
8506         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8507         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8508         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8509         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8510         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8511         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8512
8513 #if 1
8514 // works
8515 {
8516         matrix4x4_t forwardprojection;
8517         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8518         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8519 }
8520 #else
8521 // broken
8522 {
8523         float projectionvector[4][3];
8524         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8525         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8526         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8527         projectionvector[0][0] = planes[0][0] * ilocalsize;
8528         projectionvector[0][1] = planes[1][0] * ilocalsize;
8529         projectionvector[0][2] = planes[2][0] * ilocalsize;
8530         projectionvector[1][0] = planes[0][1] * ilocalsize;
8531         projectionvector[1][1] = planes[1][1] * ilocalsize;
8532         projectionvector[1][2] = planes[2][1] * ilocalsize;
8533         projectionvector[2][0] = planes[0][2] * ilocalsize;
8534         projectionvector[2][1] = planes[1][2] * ilocalsize;
8535         projectionvector[2][2] = planes[2][2] * ilocalsize;
8536         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8537         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8538         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8539         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8540 }
8541 #endif
8542
8543         dynamic = model->surfmesh.isanimated;
8544         vertex3f = rsurface.modelvertex3f;
8545         numsurfacelist = model->nummodelsurfaces;
8546         surfacelist = model->sortedmodelsurfaces;
8547         surfaces = model->data_surfaces;
8548         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8549         {
8550                 surfaceindex = surfacelist[surfacelistindex];
8551                 surface = surfaces + surfaceindex;
8552                 // skip transparent surfaces
8553                 texture = surface->texture;
8554                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8555                         continue;
8556                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8557                         continue;
8558                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8559                         continue;
8560                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8561                 numvertices = surface->num_vertices;
8562                 numtriangles = surface->num_triangles;
8563                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8564                 {
8565                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8566                         {
8567                                 index = 3*e[cornerindex];
8568                                 VectorCopy(vertex3f + index, v[cornerindex]);
8569                         }
8570                         // cull backfaces
8571                         //TriangleNormal(v[0], v[1], v[2], normal);
8572                         //if (DotProduct(normal, localnormal) < 0.0f)
8573                         //      continue;
8574                         // clip by each of the box planes formed from the projection matrix
8575                         // if anything survives, we emit the decal
8576                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8577                         if (numpoints < 3)
8578                                 continue;
8579                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8580                         if (numpoints < 3)
8581                                 continue;
8582                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8583                         if (numpoints < 3)
8584                                 continue;
8585                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8586                         if (numpoints < 3)
8587                                 continue;
8588                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8589                         if (numpoints < 3)
8590                                 continue;
8591                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8592                         if (numpoints < 3)
8593                                 continue;
8594                         // some part of the triangle survived, so we have to accept it...
8595                         if (dynamic)
8596                         {
8597                                 // dynamic always uses the original triangle
8598                                 numpoints = 3;
8599                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8600                                 {
8601                                         index = 3*e[cornerindex];
8602                                         VectorCopy(vertex3f + index, v[cornerindex]);
8603                                 }
8604                         }
8605                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8606                         {
8607                                 // convert vertex positions to texcoords
8608                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8609                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8610                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8611                                 // calculate distance fade from the projection origin
8612                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8613                                 f = bound(0.0f, f, 1.0f);
8614                                 c[cornerindex][0] = r * f;
8615                                 c[cornerindex][1] = g * f;
8616                                 c[cornerindex][2] = b * f;
8617                                 c[cornerindex][3] = 1.0f;
8618                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8619                         }
8620                         if (dynamic)
8621                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8622                         else
8623                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8624                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8625                 }
8626         }
8627 }
8628
8629 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8630 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8631 {
8632         int renderentityindex;
8633         float worldmins[3];
8634         float worldmaxs[3];
8635         entity_render_t *ent;
8636
8637         if (!cl_decals_newsystem.integer)
8638                 return;
8639
8640         worldmins[0] = worldorigin[0] - worldsize;
8641         worldmins[1] = worldorigin[1] - worldsize;
8642         worldmins[2] = worldorigin[2] - worldsize;
8643         worldmaxs[0] = worldorigin[0] + worldsize;
8644         worldmaxs[1] = worldorigin[1] + worldsize;
8645         worldmaxs[2] = worldorigin[2] + worldsize;
8646
8647         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8648
8649         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8650         {
8651                 ent = r_refdef.scene.entities[renderentityindex];
8652                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8653                         continue;
8654
8655                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8656         }
8657 }
8658
8659 typedef struct r_decalsystem_splatqueue_s
8660 {
8661         vec3_t worldorigin;
8662         vec3_t worldnormal;
8663         float color[4];
8664         float tcrange[4];
8665         float worldsize;
8666         int decalsequence;
8667 }
8668 r_decalsystem_splatqueue_t;
8669
8670 int r_decalsystem_numqueued = 0;
8671 #define MAX_DECALSYSTEM_QUEUE 1024
8672 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8673
8674 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8675 {
8676         r_decalsystem_splatqueue_t *queue;
8677
8678         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8679                 return;
8680
8681         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8682         VectorCopy(worldorigin, queue->worldorigin);
8683         VectorCopy(worldnormal, queue->worldnormal);
8684         Vector4Set(queue->color, r, g, b, a);
8685         Vector4Set(queue->tcrange, s1, t1, s2, t2);
8686         queue->worldsize = worldsize;
8687         queue->decalsequence = cl.decalsequence++;
8688 }
8689
8690 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8691 {
8692         int i;
8693         r_decalsystem_splatqueue_t *queue;
8694
8695         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8696                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8697         r_decalsystem_numqueued = 0;
8698 }
8699
8700 extern cvar_t cl_decals_max;
8701 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8702 {
8703         int i;
8704         decalsystem_t *decalsystem = &ent->decalsystem;
8705         int numdecals;
8706         int killsequence;
8707         tridecal_t *decal;
8708         float frametime;
8709         float lifetime;
8710
8711         if (!decalsystem->numdecals)
8712                 return;
8713
8714         if (r_showsurfaces.integer)
8715                 return;
8716
8717         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8718         {
8719                 R_DecalSystem_Reset(decalsystem);
8720                 return;
8721         }
8722
8723         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8724         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8725
8726         if (decalsystem->lastupdatetime)
8727                 frametime = (cl.time - decalsystem->lastupdatetime);
8728         else
8729                 frametime = 0;
8730         decalsystem->lastupdatetime = cl.time;
8731         decal = decalsystem->decals;
8732         numdecals = decalsystem->numdecals;
8733
8734         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8735         {
8736                 if (decal->color4ub[0][3])
8737                 {
8738                         decal->lived += frametime;
8739                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8740                         {
8741                                 memset(decal, 0, sizeof(*decal));
8742                                 if (decalsystem->freedecal > i)
8743                                         decalsystem->freedecal = i;
8744                         }
8745                 }
8746         }
8747         decal = decalsystem->decals;
8748         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8749                 numdecals--;
8750
8751         // collapse the array by shuffling the tail decals into the gaps
8752         for (;;)
8753         {
8754                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8755                         decalsystem->freedecal++;
8756                 if (decalsystem->freedecal == numdecals)
8757                         break;
8758                 decal[decalsystem->freedecal] = decal[--numdecals];
8759         }
8760
8761         decalsystem->numdecals = numdecals;
8762
8763         if (numdecals <= 0)
8764         {
8765                 // if there are no decals left, reset decalsystem
8766                 R_DecalSystem_Reset(decalsystem);
8767         }
8768 }
8769
8770 extern skinframe_t *decalskinframe;
8771 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8772 {
8773         int i;
8774         decalsystem_t *decalsystem = &ent->decalsystem;
8775         int numdecals;
8776         tridecal_t *decal;
8777         float fadedelay;
8778         float faderate;
8779         float alpha;
8780         float *v3f;
8781         float *c4f;
8782         float *t2f;
8783         const int *e;
8784         const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8785         int numtris = 0;
8786
8787         numdecals = decalsystem->numdecals;
8788         if (!numdecals)
8789                 return;
8790
8791         if (r_showsurfaces.integer)
8792                 return;
8793
8794         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8795         {
8796                 R_DecalSystem_Reset(decalsystem);
8797                 return;
8798         }
8799
8800         // if the model is static it doesn't matter what value we give for
8801         // wantnormals and wanttangents, so this logic uses only rules applicable
8802         // to a model, knowing that they are meaningless otherwise
8803         if (ent == r_refdef.scene.worldentity)
8804                 RSurf_ActiveWorldEntity();
8805         else
8806                 RSurf_ActiveModelEntity(ent, false, false);
8807
8808         decalsystem->lastupdatetime = cl.time;
8809         decal = decalsystem->decals;
8810
8811         fadedelay = cl_decals_time.value;
8812         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8813
8814         // update vertex positions for animated models
8815         v3f = decalsystem->vertex3f;
8816         c4f = decalsystem->color4f;
8817         t2f = decalsystem->texcoord2f;
8818         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8819         {
8820                 if (!decal->color4ub[0][3])
8821                         continue;
8822
8823                 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8824                         continue;
8825
8826                 // update color values for fading decals
8827                 if (decal->lived >= cl_decals_time.value)
8828                 {
8829                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8830                         alpha *= (1.0f/255.0f);
8831                 }
8832                 else
8833                         alpha = 1.0f/255.0f;
8834
8835                 c4f[ 0] = decal->color4ub[0][0] * alpha;
8836                 c4f[ 1] = decal->color4ub[0][1] * alpha;
8837                 c4f[ 2] = decal->color4ub[0][2] * alpha;
8838                 c4f[ 3] = 1;
8839                 c4f[ 4] = decal->color4ub[1][0] * alpha;
8840                 c4f[ 5] = decal->color4ub[1][1] * alpha;
8841                 c4f[ 6] = decal->color4ub[1][2] * alpha;
8842                 c4f[ 7] = 1;
8843                 c4f[ 8] = decal->color4ub[2][0] * alpha;
8844                 c4f[ 9] = decal->color4ub[2][1] * alpha;
8845                 c4f[10] = decal->color4ub[2][2] * alpha;
8846                 c4f[11] = 1;
8847
8848                 t2f[0] = decal->texcoord2f[0][0];
8849                 t2f[1] = decal->texcoord2f[0][1];
8850                 t2f[2] = decal->texcoord2f[1][0];
8851                 t2f[3] = decal->texcoord2f[1][1];
8852                 t2f[4] = decal->texcoord2f[2][0];
8853                 t2f[5] = decal->texcoord2f[2][1];
8854
8855                 // update vertex positions for animated models
8856                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8857                 {
8858                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8859                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8860                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8861                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8862                 }
8863                 else
8864                 {
8865                         VectorCopy(decal->vertex3f[0], v3f);
8866                         VectorCopy(decal->vertex3f[1], v3f + 3);
8867                         VectorCopy(decal->vertex3f[2], v3f + 6);
8868                 }
8869
8870                 v3f += 9;
8871                 c4f += 12;
8872                 t2f += 6;
8873                 numtris++;
8874         }
8875
8876         if (numtris > 0)
8877         {
8878                 r_refdef.stats.drawndecals += numtris;
8879                 // now render the decals all at once
8880                 // (this assumes they all use one particle font texture!)
8881                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8882                 R_Mesh_ResetTextureState();
8883                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8884                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8885                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8886                 R_SetupGenericShader(true);
8887                 GL_DepthMask(false);
8888                 GL_DepthRange(0, 1);
8889                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8890                 GL_DepthTest(true);
8891                 GL_CullFace(GL_NONE);
8892                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8893                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8894                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8895                 GL_LockArrays(0, numtris * 3);
8896                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8897                 GL_LockArrays(0, 0);
8898         }
8899 }
8900
8901 static void R_DrawModelDecals(void)
8902 {
8903         int i, numdecals;
8904
8905         // fade faster when there are too many decals
8906         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8907         for (i = 0;i < r_refdef.scene.numentities;i++)
8908                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8909
8910         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8911         for (i = 0;i < r_refdef.scene.numentities;i++)
8912                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8913                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8914
8915         R_DecalSystem_ApplySplatEntitiesQueue();
8916
8917         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8918         for (i = 0;i < r_refdef.scene.numentities;i++)
8919                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8920
8921         r_refdef.stats.totaldecals += numdecals;
8922
8923         if (r_showsurfaces.integer)
8924                 return;
8925
8926         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8927
8928         if (!r_drawentities.integer)
8929                 return;
8930
8931         for (i = 0;i < r_refdef.scene.numentities;i++)
8932         {
8933                 if (!r_refdef.viewcache.entityvisible[i])
8934                         continue;
8935                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8936                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8937         }
8938 }
8939
8940 void R_DrawDebugModel(void)
8941 {
8942         entity_render_t *ent = rsurface.entity;
8943         int i, j, k, l, flagsmask;
8944         const int *elements;
8945         q3mbrush_t *brush;
8946         const msurface_t *surface;
8947         dp_model_t *model = ent->model;
8948         vec3_t v;
8949
8950         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8951
8952         R_Mesh_ColorPointer(NULL, 0, 0);
8953         R_Mesh_ResetTextureState();
8954         R_SetupGenericShader(false);
8955         GL_DepthRange(0, 1);
8956         GL_DepthTest(!r_showdisabledepthtest.integer);
8957         GL_DepthMask(false);
8958         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8959
8960         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8961         {
8962                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8963                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8964                 {
8965                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8966                         {
8967                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8968                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8969                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8970                         }
8971                 }
8972                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8973                 {
8974                         if (surface->num_collisiontriangles)
8975                         {
8976                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8977                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8978                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8979                         }
8980                 }
8981         }
8982
8983         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8984
8985         if (r_showtris.integer || r_shownormals.integer)
8986         {
8987                 if (r_showdisabledepthtest.integer)
8988                 {
8989                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8990                         GL_DepthMask(false);
8991                 }
8992                 else
8993                 {
8994                         GL_BlendFunc(GL_ONE, GL_ZERO);
8995                         GL_DepthMask(true);
8996                 }
8997                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8998                 {
8999                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9000                                 continue;
9001                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9002                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9003                         {
9004                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
9005                                 if (r_showtris.value > 0)
9006                                 {
9007                                         if (!rsurface.texture->currentlayers->depthmask)
9008                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9009                                         else if (ent == r_refdef.scene.worldentity)
9010                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9011                                         else
9012                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9013                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
9014                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
9015                                         R_Mesh_ColorPointer(NULL, 0, 0);
9016                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
9017                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9018                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
9019                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9020                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9021                                         CHECKGLERROR
9022                                 }
9023                                 if (r_shownormals.value < 0)
9024                                 {
9025                                         qglBegin(GL_LINES);
9026                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9027                                         {
9028                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9029                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9030                                                 qglVertex3f(v[0], v[1], v[2]);
9031                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
9032                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9033                                                 qglVertex3f(v[0], v[1], v[2]);
9034                                         }
9035                                         qglEnd();
9036                                         CHECKGLERROR
9037                                 }
9038                                 if (r_shownormals.value > 0)
9039                                 {
9040                                         qglBegin(GL_LINES);
9041                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9042                                         {
9043                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9044                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9045                                                 qglVertex3f(v[0], v[1], v[2]);
9046                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
9047                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9048                                                 qglVertex3f(v[0], v[1], v[2]);
9049                                         }
9050                                         qglEnd();
9051                                         CHECKGLERROR
9052                                         qglBegin(GL_LINES);
9053                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9054                                         {
9055                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9056                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9057                                                 qglVertex3f(v[0], v[1], v[2]);
9058                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9059                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9060                                                 qglVertex3f(v[0], v[1], v[2]);
9061                                         }
9062                                         qglEnd();
9063                                         CHECKGLERROR
9064                                         qglBegin(GL_LINES);
9065                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9066                                         {
9067                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9068                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9069                                                 qglVertex3f(v[0], v[1], v[2]);
9070                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9071                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9072                                                 qglVertex3f(v[0], v[1], v[2]);
9073                                         }
9074                                         qglEnd();
9075                                         CHECKGLERROR
9076                                 }
9077                         }
9078                 }
9079                 rsurface.texture = NULL;
9080         }
9081 }
9082
9083 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9084 int r_maxsurfacelist = 0;
9085 const msurface_t **r_surfacelist = NULL;
9086 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9087 {
9088         int i, j, endj, f, flagsmask;
9089         texture_t *t;
9090         dp_model_t *model = r_refdef.scene.worldmodel;
9091         msurface_t *surfaces;
9092         unsigned char *update;
9093         int numsurfacelist = 0;
9094         if (model == NULL)
9095                 return;
9096
9097         if (r_maxsurfacelist < model->num_surfaces)
9098         {
9099                 r_maxsurfacelist = model->num_surfaces;
9100                 if (r_surfacelist)
9101                         Mem_Free((msurface_t**)r_surfacelist);
9102                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9103         }
9104
9105         RSurf_ActiveWorldEntity();
9106
9107         surfaces = model->data_surfaces;
9108         update = model->brushq1.lightmapupdateflags;
9109
9110         // update light styles on this submodel
9111         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9112         {
9113                 model_brush_lightstyleinfo_t *style;
9114                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9115                 {
9116                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9117                         {
9118                                 int *list = style->surfacelist;
9119                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9120                                 for (j = 0;j < style->numsurfaces;j++)
9121                                         update[list[j]] = true;
9122                         }
9123                 }
9124         }
9125
9126         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9127
9128         if (debug)
9129         {
9130                 R_DrawDebugModel();
9131                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9132                 return;
9133         }
9134
9135         f = 0;
9136         t = NULL;
9137         rsurface.uselightmaptexture = false;
9138         rsurface.texture = NULL;
9139         rsurface.rtlight = NULL;
9140         numsurfacelist = 0;
9141         // add visible surfaces to draw list
9142         for (i = 0;i < model->nummodelsurfaces;i++)
9143         {
9144                 j = model->sortedmodelsurfaces[i];
9145                 if (r_refdef.viewcache.world_surfacevisible[j])
9146                         r_surfacelist[numsurfacelist++] = surfaces + j;
9147         }
9148         // update lightmaps if needed
9149         if (update)
9150                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9151                         if (r_refdef.viewcache.world_surfacevisible[j])
9152                                 if (update[j])
9153                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9154         // don't do anything if there were no surfaces
9155         if (!numsurfacelist)
9156         {
9157                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9158                 return;
9159         }
9160         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9161         GL_AlphaTest(false);
9162
9163         // add to stats if desired
9164         if (r_speeds.integer && !skysurfaces && !depthonly)
9165         {
9166                 r_refdef.stats.world_surfaces += numsurfacelist;
9167                 for (j = 0;j < numsurfacelist;j++)
9168                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9169         }
9170
9171         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9172 }
9173
9174 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9175 {
9176         int i, j, endj, f, flagsmask;
9177         texture_t *t;
9178         dp_model_t *model = ent->model;
9179         msurface_t *surfaces;
9180         unsigned char *update;
9181         int numsurfacelist = 0;
9182         if (model == NULL)
9183                 return;
9184
9185         if (r_maxsurfacelist < model->num_surfaces)
9186         {
9187                 r_maxsurfacelist = model->num_surfaces;
9188                 if (r_surfacelist)
9189                         Mem_Free((msurface_t **)r_surfacelist);
9190                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9191         }
9192
9193         // if the model is static it doesn't matter what value we give for
9194         // wantnormals and wanttangents, so this logic uses only rules applicable
9195         // to a model, knowing that they are meaningless otherwise
9196         if (ent == r_refdef.scene.worldentity)
9197                 RSurf_ActiveWorldEntity();
9198         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9199                 RSurf_ActiveModelEntity(ent, false, false);
9200         else if (depthonly)
9201                 RSurf_ActiveModelEntity(ent, false, false);
9202         else
9203         {
9204                 switch (vid.renderpath)
9205                 {
9206                 case RENDERPATH_GL20:
9207                         RSurf_ActiveModelEntity(ent, true, true);
9208                         break;
9209                 case RENDERPATH_GL13:
9210                 case RENDERPATH_GL11:
9211                         RSurf_ActiveModelEntity(ent, true, false);
9212                         break;
9213                 }
9214         }
9215
9216         surfaces = model->data_surfaces;
9217         update = model->brushq1.lightmapupdateflags;
9218
9219         // update light styles
9220         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9221         {
9222                 model_brush_lightstyleinfo_t *style;
9223                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9224                 {
9225                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9226                         {
9227                                 int *list = style->surfacelist;
9228                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9229                                 for (j = 0;j < style->numsurfaces;j++)
9230                                         update[list[j]] = true;
9231                         }
9232                 }
9233         }
9234
9235         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9236
9237         if (debug)
9238         {
9239                 R_DrawDebugModel();
9240                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9241                 return;
9242         }
9243
9244         f = 0;
9245         t = NULL;
9246         rsurface.uselightmaptexture = false;
9247         rsurface.texture = NULL;
9248         rsurface.rtlight = NULL;
9249         numsurfacelist = 0;
9250         // add visible surfaces to draw list
9251         for (i = 0;i < model->nummodelsurfaces;i++)
9252                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9253         // don't do anything if there were no surfaces
9254         if (!numsurfacelist)
9255         {
9256                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9257                 return;
9258         }
9259         // update lightmaps if needed
9260         if (update)
9261                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9262                         if (update[j])
9263                                 R_BuildLightMap(ent, surfaces + j);
9264         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9265         GL_AlphaTest(false);
9266
9267         // add to stats if desired
9268         if (r_speeds.integer && !skysurfaces && !depthonly)
9269         {
9270                 r_refdef.stats.entities_surfaces += numsurfacelist;
9271                 for (j = 0;j < numsurfacelist;j++)
9272                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9273         }
9274
9275         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9276 }
9277
9278 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9279 {
9280         static texture_t texture;
9281         static msurface_t surface;
9282         const msurface_t *surfacelist = &surface;
9283
9284         // fake enough texture and surface state to render this geometry
9285
9286         texture.update_lastrenderframe = -1; // regenerate this texture
9287         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9288         texture.currentskinframe = skinframe;
9289         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9290         texture.specularscalemod = 1;
9291         texture.specularpowermod = 1;
9292
9293         surface.texture = &texture;
9294         surface.num_triangles = numtriangles;
9295         surface.num_firsttriangle = firsttriangle;
9296         surface.num_vertices = numvertices;
9297         surface.num_firstvertex = firstvertex;
9298
9299         // now render it
9300         rsurface.texture = R_GetCurrentTexture(surface.texture);
9301         rsurface.uselightmaptexture = false;
9302         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9303 }