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separate handling of num_pvsclusterbytes in ViewCache code
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 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"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 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)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 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"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
61 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)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 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"};
65 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"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 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"};
68 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"};
69 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"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 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)"};
75 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)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 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."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 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."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 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"};
91 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"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
96
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
105
106 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
107
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 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)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 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)"};
115 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)"};
116 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)"};
117 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)"};
118 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
119
120 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)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 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"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
125
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
130
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
138
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 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)"};
143
144 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"};
145
146 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"};
147
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
149
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 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"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
157
158 extern cvar_t v_glslgamma;
159
160 extern qboolean v_flipped_state;
161
162 static struct r_bloomstate_s
163 {
164         qboolean enabled;
165         qboolean hdr;
166
167         int bloomwidth, bloomheight;
168
169         int screentexturewidth, screentextureheight;
170         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
171
172         int bloomtexturewidth, bloomtextureheight;
173         rtexture_t *texture_bloom;
174
175         // arrays for rendering the screen passes
176         float screentexcoord2f[8];
177         float bloomtexcoord2f[8];
178         float offsettexcoord2f[8];
179
180         r_viewport_t viewport;
181 }
182 r_bloomstate;
183
184 r_waterstate_t r_waterstate;
185
186 /// shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 rtexture_t *r_texture_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
200
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
204
205 typedef struct r_qwskincache_s
206 {
207         char name[MAX_QPATH];
208         skinframe_t *skinframe;
209 }
210 r_qwskincache_t;
211
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
214
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
217 {
218         0, 0, 0,
219         1, 0, 0,
220         1, 1, 0,
221         0, 1, 0
222 };
223
224 extern void R_DrawModelShadows(void);
225
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = in[0] * r;
232                 out[1] = in[1] * g;
233                 out[2] = in[2] * b;
234                 out[3] = in[3];
235                 in += 4;
236                 out += 4;
237         }
238 }
239
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
241 {
242         int i;
243         for (i = 0;i < verts;i++)
244         {
245                 out[0] = r;
246                 out[1] = g;
247                 out[2] = b;
248                 out[3] = a;
249                 out += 4;
250         }
251 }
252
253 // FIXME: move this to client?
254 void FOG_clear(void)
255 {
256         if (gamemode == GAME_NEHAHRA)
257         {
258                 Cvar_Set("gl_fogenable", "0");
259                 Cvar_Set("gl_fogdensity", "0.2");
260                 Cvar_Set("gl_fogred", "0.3");
261                 Cvar_Set("gl_foggreen", "0.3");
262                 Cvar_Set("gl_fogblue", "0.3");
263         }
264         r_refdef.fog_density = 0;
265         r_refdef.fog_red = 0;
266         r_refdef.fog_green = 0;
267         r_refdef.fog_blue = 0;
268         r_refdef.fog_alpha = 1;
269         r_refdef.fog_start = 0;
270         r_refdef.fog_end = 16384;
271         r_refdef.fog_height = 1<<30;
272         r_refdef.fog_fadedepth = 128;
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 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);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// enable various extensions depending on permutation:\n"
456 "\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
459 "#endif\n"
460 "\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "#   extension GL_EXT_gpu_shader4 : enable\n"
464 "# endif\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "#   extension GL_ARB_texture_gather : enable\n"
467 "# else\n"
468 "#   ifdef GL_AMD_texture_texture4\n"
469 "#     extension GL_AMD_texture_texture4 : enable\n"
470 "#   endif\n"
471 "# endif\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
480 "#endif\n"
481 "\n"
482 "// common definitions between vertex shader and fragment shader:\n"
483 "\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
489 "//#else\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
494 "//#endif\n"
495 "\n"
496 "#ifdef USEFOGINSIDE\n"
497 "# define USEFOG\n"
498 "#else\n"
499 "# ifdef USEFOGOUTSIDE\n"
500 "#  define USEFOG\n"
501 "# endif\n"
502 "#endif\n"
503 "\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
505 "\n"
506 "# ifdef VERTEX_SHADER\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_Position = ftransform();\n"
510 "}\n"
511 "# endif\n"
512 "\n"
513 "#else\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_Position = ftransform();\n"
519 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
520 "}\n"
521 "# endif\n"
522 "# ifdef FRAGMENT_SHADER\n"
523 "void main(void)\n"
524 "{\n"
525 "       gl_FragColor = gl_Color;\n"
526 "}\n"
527 "# endif\n"
528 "\n"
529 "#else // !MODE_SHOWDEPTH\n"
530 "\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
533 "void main(void)\n"
534 "{\n"
535 "       gl_FrontColor = gl_Color;\n"
536 "       gl_Position = ftransform();\n"
537 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
538 "#ifdef USEBLOOM\n"
539 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
540 "#endif\n"
541 "}\n"
542 "# endif\n"
543 "# ifdef FRAGMENT_SHADER\n"
544 "\n"
545 "uniform sampler2D Texture_First;\n"
546 "#ifdef USEBLOOM\n"
547 "uniform sampler2D Texture_Second;\n"
548 "#endif\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
551 "#endif\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
554 "#endif\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
557 "#endif\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
568 "#ifdef USEBLOOM\n"
569 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "#endif\n"
571 "#ifdef USEVIEWTINT\n"
572 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
573 "#endif\n"
574 "\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// 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"
578 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
583 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
584 "#endif\n"
585 "\n"
586 "#ifdef USESATURATION\n"
587 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
597 "#endif\n"
598 "}\n"
599 "# endif\n"
600 "\n"
601 "\n"
602 "#else\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FrontColor = gl_Color;\n"
608 "#  ifdef USEDIFFUSE\n"
609 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
610 "#  endif\n"
611 "#  ifdef USESPECULAR\n"
612 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
613 "#  endif\n"
614 "       gl_Position = ftransform();\n"
615 "}\n"
616 "# endif\n"
617 "# ifdef FRAGMENT_SHADER\n"
618 "\n"
619 "#  ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
621 "#  endif\n"
622 "#  ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
624 "#  endif\n"
625 "\n"
626 "void main(void)\n"
627 "{\n"
628 "       gl_FragColor = gl_Color;\n"
629 "#  ifdef USEDIFFUSE\n"
630 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
631 "#  endif\n"
632 "\n"
633 "#  ifdef USESPECULAR\n"
634 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
635 "#  endif\n"
636 "#  ifdef USECOLORMAPPING\n"
637 "       gl_FragColor *= tex2;\n"
638 "#  endif\n"
639 "#  ifdef USEGLOW\n"
640 "       gl_FragColor += tex2;\n"
641 "#  endif\n"
642 "#  ifdef USEVERTEXTEXTUREBLEND\n"
643 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
644 "#  endif\n"
645 "}\n"
646 "# endif\n"
647 "\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FrontColor = gl_Color;\n"
654 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 "       gl_Position = ftransform();\n"
656 "}\n"
657 "# endif\n"
658 "# ifdef FRAGMENT_SHADER\n"
659 "\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
662 "\n"
663 "void main(void)\n"
664 "{\n"
665 "       int i;\n"
666 "       vec2 tc = gl_TexCoord[0].xy;\n"
667 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 "       tc += BloomBlur_Parameters.xy;\n"
669 "       for (i = 1;i < SAMPLES;i++)\n"
670 "       {\n"
671 "               color += texture2D(Texture_First, tc).rgb;\n"
672 "               tc += BloomBlur_Parameters.xy;\n"
673 "       }\n"
674 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
675 "}\n"
676 "# endif\n"
677 "\n"
678 "#else // !MODE_BLOOMBLUR\n"
679 "\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
683 "#endif\n"
684 "varying vec2 TexCoordLightmap;\n"
685 "\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
688 "#endif\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
692 "#endif\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
695 "#endif\n"
696 "\n"
697 "varying vec3 EyeVector;\n"
698 "#ifdef USEFOG\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
701 "#endif\n"
702 "\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
709 "#endif\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
712 "#endif\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
715 "#endif\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
723 "\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
728 "\n"
729 "// 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"
730 "\n"
731 "void main(void)\n"
732 "{\n"
733 "       gl_FrontColor = gl_Color;\n"
734 "       // copy the surface texcoord\n"
735 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
738 "#endif\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
742 "# endif\n"
743 "#endif\n"
744 "\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 "       // transform vertex position into light attenuation/cubemap space\n"
747 "       // (-1 to +1 across the light box)\n"
748 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
749 "\n"
750 "       // transform unnormalized light direction into tangent space\n"
751 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 "       //  normalize it per pixel)\n"
753 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
757 "#endif\n"
758 "\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
763 "#endif\n"
764 "\n"
765 "       // transform unnormalized eye direction into tangent space\n"
766 "#ifndef USEFOG\n"
767 "       vec3 EyeVectorModelSpace;\n"
768 "#endif\n"
769 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
773 "\n"
774 "#ifdef USEFOG\n"
775 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
776 "#endif\n"
777 "\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 "       VectorS = gl_MultiTexCoord1.xyz;\n"
780 "       VectorT = gl_MultiTexCoord2.xyz;\n"
781 "       VectorR = gl_MultiTexCoord3.xyz;\n"
782 "#endif\n"
783 "\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
788 "//#endif\n"
789 "\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
791 "       // rendering\n"
792 "       gl_Position = ftransform();\n"
793 "\n"
794 "#ifdef MODE_WATER\n"
795 "       ModelViewProjectionPosition = gl_Position;\n"
796 "#endif\n"
797 "#ifdef MODE_REFRACTION\n"
798 "       ModelViewProjectionPosition = gl_Position;\n"
799 "#endif\n"
800 "#ifdef USEREFLECTION\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "#endif\n"
803 "}\n"
804 "\n"
805 "#endif // VERTEX_SHADER\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
812 "\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
831 "\n"
832 "#define showshadowmap 0\n"
833 "\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
837 "# else\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
839 "# endif\n"
840 "#endif\n"
841 "\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
845 "# else\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
847 "# endif\n"
848 "#endif\n"
849 "\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
857 "# else\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
859 "# endif\n"
860 "#endif\n"
861 "\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
869 "\n"
870 "uniform myhalf4 TintColor;\n"
871 "\n"
872 "\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
881 "//#else\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//#  ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
889 "//#  endif\n"
890 "//# else\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
896 "//#  endif\n"
897 "//# endif\n"
898 "//#endif\n"
899 "\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
902 "\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
908 "\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
913 "\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
916 "{\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 "       // 14 sample relief mapping: linear search and then binary search\n"
919 "       // this basically steps forward a small amount repeatedly until it finds\n"
920 "       // itself inside solid, then jitters forward and back using decreasing\n"
921 "       // amounts to find the impact\n"
922 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 "       vec3 RT = vec3(TexCoord, 1);\n"
926 "       OffsetVector *= 0.1;\n"
927 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
937 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
938 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
939 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
941 "       return RT.xy;\n"
942 "#else\n"
943 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 "       // this basically moves forward the full distance, and then backs up based\n"
945 "       // on height of samples\n"
946 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 "       TexCoord += OffsetVector;\n"
950 "       OffsetVector *= 0.333;\n"
951 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 "       return TexCoord;\n"
955 "#endif\n"
956 "}\n"
957 "#endif // USEOFFSETMAPPING\n"
958 "\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
962 "#endif\n"
963 "\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
966 "{\n"
967 "       vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
969 "       vec2 tc;\n"
970 "       vec2 offset;\n"
971 "       float ma;\n"
972 "       if (adir.x > adir.y)\n"
973 "       {\n"
974 "               if (adir.x > adir.z) // X\n"
975 "               {\n"
976 "                       ma = adir.x;\n"
977 "                       tc = dir.zy;\n"
978 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
979 "               }\n"
980 "               else // Z\n"
981 "               {\n"
982 "                       ma = adir.z;\n"
983 "                       tc = dir.xy;\n"
984 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
985 "               }\n"
986 "       }\n"
987 "       else\n"
988 "       {\n"
989 "               if (adir.y > adir.z) // Y\n"
990 "               {\n"
991 "                       ma = adir.y;\n"
992 "                       tc = dir.xz;\n"
993 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
994 "               }\n"
995 "               else // Z\n"
996 "               {\n"
997 "                       ma = adir.z;\n"
998 "                       tc = dir.xy;\n"
999 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1000 "               }\n"
1001 "       }\n"
1002 "\n"
1003 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 "       stc.z += ShadowMap_Parameters.z;\n"
1006 "#  if showshadowmap\n"
1007 "       stc.xy *= ShadowMap_TextureScale;\n"
1008 "#  endif\n"
1009 "       return stc;\n"
1010 "# else\n"
1011 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 "       stc.z += ShadowMap_Parameters.z;\n"
1016 "#  if showshadowmap\n"
1017 "       stc.xy *= ShadowMap_TextureScale;\n"
1018 "#  endif\n"
1019 "       return stc;\n"
1020 "# endif\n"
1021 "}\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1023 "\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 adir = abs(dir);\n"
1028 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1029 "}\n"
1030 "#endif\n"
1031 "\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1035 "{\n"
1036 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1037 "       float f;\n"
1038 "#  ifdef USESHADOWSAMPLER\n"
1039 "\n"
1040 "#    ifdef USESHADOWMAPPCF\n"
1041 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 "    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"
1043 "#    else\n"
1044 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1045 "#    endif\n"
1046 "\n"
1047 "#  else\n"
1048 "\n"
1049 "#    ifdef USESHADOWMAPPCF\n"
1050 "#      if USESHADOWMAPPCF > 1\n"
1051 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 "    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"
1054 "    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"
1055 "    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"
1056 "    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"
1057 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "#      else\n"
1060 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 "    vec2 offset = fract(shadowmaptc.xy);\n"
1062 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1064 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1065 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1067 "#      endif\n"
1068 "#    else\n"
1069 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1070 "#    endif\n"
1071 "\n"
1072 "#  endif\n"
1073 "       return f;\n"
1074 "}\n"
1075 "# endif\n"
1076 "\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1079 "{\n"
1080 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1081 "    float f;\n"
1082 "\n"
1083 "#  ifdef USESHADOWSAMPLER\n"
1084 "#    ifdef USESHADOWMAPPCF\n"
1085 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1086 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 "    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"
1088 "#    else\n"
1089 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1090 "#    endif\n"
1091 "#  else\n"
1092 "#    ifdef USESHADOWMAPPCF\n"
1093 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "#      ifdef GL_ARB_texture_gather\n"
1095 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1096 "#      else\n"
1097 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1098 "#      endif\n"
1099 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 "    center *= ShadowMap_TextureScale;\n"
1101 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1104 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1105 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1108 "#     else\n"
1109 "#      ifdef GL_EXT_gpu_shader4\n"
1110 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1111 "#      else\n"
1112 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1113 "#      endif\n"
1114 "#      if USESHADOWMAPPCF > 1\n"
1115 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 "    center *= ShadowMap_TextureScale;\n"
1117 "    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"
1118 "    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"
1119 "    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"
1120 "    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"
1121 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1123 "#      else\n"
1124 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1127 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1128 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1130 "#      endif\n"
1131 "#     endif\n"
1132 "#    else\n"
1133 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1134 "#    endif\n"
1135 "#  endif\n"
1136 "    return f;\n"
1137 "}\n"
1138 "# endif\n"
1139 "\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1142 "{\n"
1143 "    // apply depth texture cubemap as light filter\n"
1144 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1145 "    float f;\n"
1146 "#  ifdef USESHADOWSAMPLER\n"
1147 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1148 "#  else\n"
1149 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1150 "#  endif\n"
1151 "    return f;\n"
1152 "}\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef MODE_WATER\n"
1157 "\n"
1158 "// water pass\n"
1159 "void main(void)\n"
1160 "{\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 "       // apply offsetmapping\n"
1163 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1165 "#endif\n"
1166 "\n"
1167 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 "       // FIXME temporary hack to detect the case that the reflection\n"
1172 "       // gets blackened at edges due to leaving the area that contains actual\n"
1173 "       // content.\n"
1174 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1175 "       // 'appening.\n"
1176 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1188 "}\n"
1189 "\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1192 "\n"
1193 "// refraction pass\n"
1194 "void main(void)\n"
1195 "{\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 "       // apply offsetmapping\n"
1198 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1200 "#endif\n"
1201 "\n"
1202 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 "       // FIXME temporary hack to detect the case that the reflection\n"
1207 "       // gets blackened at edges due to leaving the area that contains actual\n"
1208 "       // content.\n"
1209 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1210 "       // 'appening.\n"
1211 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1217 "}\n"
1218 "\n"
1219 "#else // !MODE_REFRACTION\n"
1220 "void main(void)\n"
1221 "{\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 "       // apply offsetmapping\n"
1224 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1226 "#endif\n"
1227 "\n"
1228 "       // combine the diffuse textures (base, pants, shirt)\n"
1229 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1232 "#endif\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1238 "       color.a = 1.0;\n"
1239 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1240 "#endif\n"
1241 "\n"
1242 "#ifdef USEDIFFUSE\n"
1243 "       // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "#  ifdef USESPECULAR\n"
1247 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1248 "#  endif\n"
1249 "# else\n"
1250 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "#  ifdef USESPECULAR\n"
1252 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1253 "#  endif\n"
1254 "# endif\n"
1255 "#endif\n"
1256 "\n"
1257 "\n"
1258 "\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 "       // light source\n"
1261 "\n"
1262 "       // calculate surface normal, light normal, and specular normal\n"
1263 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1264 "       // scale by light color and attenuation as efficiently as possible\n"
1265 "       // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 "       // get the light normal\n"
1268 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1269 "# endif\n"
1270 "# ifdef USESPECULAR\n"
1271 "#  ifndef USEEXACTSPECULARMATH\n"
1272 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1273 "\n"
1274 "#  endif\n"
1275 "       // calculate directional shading\n"
1276 "#  ifdef USEEXACTSPECULARMATH\n"
1277 "       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"
1278 "#  else\n"
1279 "       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"
1280 "#  endif\n"
1281 "# else\n"
1282 "#  ifdef USEDIFFUSE\n"
1283 "       // calculate directional shading\n"
1284 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1285 "#  else\n"
1286 "       // calculate directionless shading\n"
1287 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1288 "#  endif\n"
1289 "# endif\n"
1290 "\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1294 "#endif\n"
1295 "#endif\n"
1296 "\n"
1297 "# ifdef USECUBEFILTER\n"
1298 "       // apply light cubemap filter\n"
1299 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1301 "# endif\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 "       // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 "       // get the light normal\n"
1311 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1312 "# endif\n"
1313 "# ifdef USESPECULAR\n"
1314 "       // calculate directional shading\n"
1315 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "#  ifdef USEEXACTSPECULARMATH\n"
1317 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1318 "#  else\n"
1319 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1321 "#  endif\n"
1322 "# else\n"
1323 "#  ifdef USEDIFFUSE\n"
1324 "\n"
1325 "       // calculate directional shading\n"
1326 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1327 "#  else\n"
1328 "       color.rgb *= AmbientColor;\n"
1329 "#  endif\n"
1330 "# endif\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1332 "\n"
1333 "\n"
1334 "\n"
1335 "\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1338 "\n"
1339 "       // get the light normal\n"
1340 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 "       myhalf3 diffusenormal;\n"
1342 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "#  ifdef USEEXACTSPECULARMATH\n"
1358 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1359 "#  else\n"
1360 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1362 "#  endif\n"
1363 "# endif\n"
1364 "\n"
1365 "       // apply lightmap color\n"
1366 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1374 "\n"
1375 "       // get the light normal\n"
1376 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "#  ifdef USEEXACTSPECULARMATH\n"
1381 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1382 "#  else\n"
1383 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1385 "#  endif\n"
1386 "# endif\n"
1387 "\n"
1388 "       // apply lightmap color\n"
1389 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1391 "\n"
1392 "\n"
1393 "\n"
1394 "\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 "       // apply lightmap color\n"
1397 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1399 "\n"
1400 "\n"
1401 "\n"
1402 "\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 "       // apply lightmap color\n"
1405 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1413 "\n"
1414 "\n"
1415 "\n"
1416 "\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "       color *= TintColor;\n"
1421 "\n"
1422 "#ifdef USEGLOW\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1425 "#else\n"
1426 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1427 "#endif\n"
1428 "#endif\n"
1429 "\n"
1430 "       color.rgb *= SceneBrightness;\n"
1431 "\n"
1432 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1433 "#ifdef USEFOG\n"
1434 "       float fogfrac;\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1437 "#else\n"
1438 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1439 "#endif\n"
1440 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1441 "//     if (FogPlaneViewDist >= 0.0)\n"
1442 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1443 "//     else\n"
1444 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "//     if (FogPlaneViewDist >= 0.0)\n"
1447 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1448 "//     else\n"
1449 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1454 "\n"
1455 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 "       //float fade = -0.5/128.0;\n"
1457 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1465 "//# endif\n"
1466 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1467 "#endif\n"
1468 "\n"
1469 "       // 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"
1470 "#ifdef USEREFLECTION\n"
1471 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 "       // FIXME temporary hack to detect the case that the reflection\n"
1476 "       // gets blackened at edges due to leaving the area that contains actual\n"
1477 "       // content.\n"
1478 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1479 "       // 'appening.\n"
1480 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1486 "#endif\n"
1487 "\n"
1488 "       gl_FragColor = vec4(color);\n"
1489 "\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "#  ifdef USESHADOWSAMPLER\n"
1493 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1494 "#  else\n"
1495 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1496 "#  endif\n"
1497 "# endif\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "#  ifdef USESHADOWSAMPLER\n"
1500 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1501 "#  else\n"
1502 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1503 "#  endif\n"
1504 "# endif\n"
1505 "\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "#  ifdef USESHADOWSAMPLER\n"
1508 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1509 "#  else\n"
1510 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1511 "#  endif\n"
1512 "# endif\n"
1513 "#endif\n"
1514 "}\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1517 "\n"
1518 "#endif // FRAGMENT_SHADER\n"
1519 "\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1525 ;
1526
1527 typedef struct shaderpermutationinfo_s
1528 {
1529         const char *pretext;
1530         const char *name;
1531 }
1532 shaderpermutationinfo_t;
1533
1534 typedef struct shadermodeinfo_s
1535 {
1536         const char *vertexfilename;
1537         const char *geometryfilename;
1538         const char *fragmentfilename;
1539         const char *pretext;
1540         const char *name;
1541 }
1542 shadermodeinfo_t;
1543
1544 typedef enum shaderpermutation_e
1545 {
1546         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1572 }
1573 shaderpermutation_t;
1574
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1577 {
1578         {"#define USEDIFFUSE\n", " diffuse"},
1579         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580         {"#define USEVIEWTINT\n", " viewtint"},
1581         {"#define USECOLORMAPPING\n", " colormapping"},
1582         {"#define USESATURATION\n", " saturation"},
1583         {"#define USEFOGINSIDE\n", " foginside"},
1584         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585         {"#define USEGAMMARAMPS\n", " gammaramps"},
1586         {"#define USECUBEFILTER\n", " cubefilter"},
1587         {"#define USEGLOW\n", " glow"},
1588         {"#define USEBLOOM\n", " bloom"},
1589         {"#define USESPECULAR\n", " specular"},
1590         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592         {"#define USEREFLECTION\n", " reflection"},
1593         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1602 };
1603
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1606 {
1607         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1620         SHADERMODE_COUNT
1621 }
1622 shadermode_t;
1623
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1626 {
1627         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1640 };
1641
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1644 {
1645         /// hash lookup data
1646         struct r_glsl_permutation_s *hashnext;
1647         unsigned int mode;
1648         unsigned int permutation;
1649
1650         /// indicates if we have tried compiling this permutation already
1651         qboolean compiled;
1652         /// 0 if compilation failed
1653         int program;
1654         /// locations of detected uniforms in program object, or -1 if not found
1655         int loc_Texture_First;
1656         int loc_Texture_Second;
1657         int loc_Texture_GammaRamps;
1658         int loc_Texture_Normal;
1659         int loc_Texture_Color;
1660         int loc_Texture_Gloss;
1661         int loc_Texture_Glow;
1662         int loc_Texture_SecondaryNormal;
1663         int loc_Texture_SecondaryColor;
1664         int loc_Texture_SecondaryGloss;
1665         int loc_Texture_SecondaryGlow;
1666         int loc_Texture_Pants;
1667         int loc_Texture_Shirt;
1668         int loc_Texture_FogMask;
1669         int loc_Texture_Lightmap;
1670         int loc_Texture_Deluxemap;
1671         int loc_Texture_Attenuation;
1672         int loc_Texture_Cube;
1673         int loc_Texture_Refraction;
1674         int loc_Texture_Reflection;
1675         int loc_Texture_ShadowMapRect;
1676         int loc_Texture_ShadowMapCube;
1677         int loc_Texture_ShadowMap2D;
1678         int loc_Texture_CubeProjection;
1679         int loc_FogColor;
1680         int loc_LightPosition;
1681         int loc_EyePosition;
1682         int loc_Color_Pants;
1683         int loc_Color_Shirt;
1684         int loc_FogPlane;
1685         int loc_FogPlaneViewDist;
1686         int loc_FogRangeRecip;
1687         int loc_FogHeightFade;
1688         int loc_AmbientScale;
1689         int loc_DiffuseScale;
1690         int loc_SpecularScale;
1691         int loc_SpecularPower;
1692         int loc_GlowColor;
1693         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694         int loc_OffsetMapping_Scale;
1695         int loc_TintColor;
1696         int loc_AmbientColor;
1697         int loc_DiffuseColor;
1698         int loc_SpecularColor;
1699         int loc_LightDir;
1700         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701         int loc_GammaCoeff; ///< 1 / gamma
1702         int loc_DistortScaleRefractReflect;
1703         int loc_ScreenScaleRefractReflect;
1704         int loc_ScreenCenterRefractReflect;
1705         int loc_RefractColor;
1706         int loc_ReflectColor;
1707         int loc_ReflectFactor;
1708         int loc_ReflectOffset;
1709         int loc_UserVec1;
1710         int loc_UserVec2;
1711         int loc_UserVec3;
1712         int loc_UserVec4;
1713         int loc_ClientTime;
1714         int loc_PixelSize;
1715         int loc_Saturation;
1716         int loc_ShadowMap_TextureScale;
1717         int loc_ShadowMap_Parameters;
1718 }
1719 r_glsl_permutation_t;
1720
1721 #define SHADERPERMUTATION_HASHSIZE 256
1722
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1729
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1731 {
1732         //unsigned int hashdepth = 0;
1733         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734         r_glsl_permutation_t *p;
1735         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1736         {
1737                 if (p->mode == mode && p->permutation == permutation)
1738                 {
1739                         //if (hashdepth > 10)
1740                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1741                         return p;
1742                 }
1743                 //hashdepth++;
1744         }
1745         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1746         p->mode = mode;
1747         p->permutation = permutation;
1748         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749         r_glsl_permutationhash[mode][hashindex] = p;
1750         //if (hashdepth > 10)
1751         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1752         return p;
1753 }
1754
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1756 {
1757         char *shaderstring;
1758         if (!filename || !filename[0])
1759                 return NULL;
1760         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1761         if (shaderstring)
1762         {
1763                 if (printfromdisknotice)
1764                         Con_DPrint("from disk... ");
1765                 return shaderstring;
1766         }
1767         else if (!strcmp(filename, "glsl/default.glsl"))
1768         {
1769                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1771         }
1772         return shaderstring;
1773 }
1774
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1776 {
1777         int i;
1778         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779         int vertstrings_count = 0;
1780         int geomstrings_count = 0;
1781         int fragstrings_count = 0;
1782         char *vertexstring, *geometrystring, *fragmentstring;
1783         const char *vertstrings_list[32+3];
1784         const char *geomstrings_list[32+3];
1785         const char *fragstrings_list[32+3];
1786         char permutationname[256];
1787
1788         if (p->compiled)
1789                 return;
1790         p->compiled = true;
1791         p->program = 0;
1792
1793         permutationname[0] = 0;
1794         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1797
1798         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1799
1800         // the first pretext is which type of shader to compile as
1801         // (later these will all be bound together as a program object)
1802         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1805
1806         // the second pretext is the mode (for example a light source)
1807         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1811
1812         // now add all the permutation pretexts
1813         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1814         {
1815                 if (permutation & (1<<i))
1816                 {
1817                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1821                 }
1822                 else
1823                 {
1824                         // keep line numbers correct
1825                         vertstrings_list[vertstrings_count++] = "\n";
1826                         geomstrings_list[geomstrings_count++] = "\n";
1827                         fragstrings_list[fragstrings_count++] = "\n";
1828                 }
1829         }
1830
1831         // now append the shader text itself
1832         vertstrings_list[vertstrings_count++] = vertexstring;
1833         geomstrings_list[geomstrings_count++] = geometrystring;
1834         fragstrings_list[fragstrings_count++] = fragmentstring;
1835
1836         // if any sources were NULL, clear the respective list
1837         if (!vertexstring)
1838                 vertstrings_count = 0;
1839         if (!geometrystring)
1840                 geomstrings_count = 0;
1841         if (!fragmentstring)
1842                 fragstrings_count = 0;
1843
1844         // compile the shader program
1845         if (vertstrings_count + geomstrings_count + fragstrings_count)
1846                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1847         if (p->program)
1848         {
1849                 CHECKGLERROR
1850                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851                 // look up all the uniform variable names we care about, so we don't
1852                 // have to look them up every time we set them
1853                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1854                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1855                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1858                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1877                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1878                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1879                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1880                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1881                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1883                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1887                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1889                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1890                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1891                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1894                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1895                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1897                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1898                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1903                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1904                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1908                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1909                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1910                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1911                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1912                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1913                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1914                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916                 // initialize the samplers to refer to the texture units we use
1917                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1918                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1919                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1920                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1921                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1922                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1923                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1924                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1928                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1929                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1930                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1931                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1932                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1933                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1934                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1935                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1936                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1937                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1938                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1939                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1940                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1941                 CHECKGLERROR
1942                 if (developer.integer)
1943                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1944         }
1945         else
1946                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1947
1948         // free the strings
1949         if (vertexstring)
1950                 Mem_Free(vertexstring);
1951         if (geometrystring)
1952                 Mem_Free(geometrystring);
1953         if (fragmentstring)
1954                 Mem_Free(fragmentstring);
1955 }
1956
1957 void R_GLSL_Restart_f(void)
1958 {
1959         unsigned int i, limit;
1960         r_glsl_permutation_t *p;
1961         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962         for (i = 0;i < limit;i++)
1963         {
1964                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1965                 {
1966                         GL_Backend_FreeProgram(p->program);
1967                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1968                 }
1969         }
1970         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1971 }
1972
1973 void R_GLSL_DumpShader_f(void)
1974 {
1975         int i;
1976
1977         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1978         if(!file)
1979         {
1980                 Con_Printf("failed to write to glsl/default.glsl\n");
1981                 return;
1982         }
1983
1984         FS_Print(file, "/* The engine may define the following macros:\n");
1985         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986         for (i = 0;i < SHADERMODE_COUNT;i++)
1987                 FS_Print(file, shadermodeinfo[i].pretext);
1988         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989                 FS_Print(file, shaderpermutationinfo[i].pretext);
1990         FS_Print(file, "*/\n");
1991         FS_Print(file, builtinshaderstring);
1992         FS_Close(file);
1993
1994         Con_Printf("glsl/default.glsl written\n");
1995 }
1996
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1998 {
1999         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000         if (r_glsl_permutation != perm)
2001         {
2002                 r_glsl_permutation = perm;
2003                 if (!r_glsl_permutation->program)
2004                 {
2005                         if (!r_glsl_permutation->compiled)
2006                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2007                         if (!r_glsl_permutation->program)
2008                         {
2009                                 // remove features until we find a valid permutation
2010                                 int i;
2011                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2012                                 {
2013                                         // reduce i more quickly whenever it would not remove any bits
2014                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015                                         if (!(permutation & j))
2016                                                 continue;
2017                                         permutation -= j;
2018                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019                                         if (!r_glsl_permutation->compiled)
2020                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2021                                         if (r_glsl_permutation->program)
2022                                                 break;
2023                                 }
2024                                 if (i >= SHADERPERMUTATION_COUNT)
2025                                 {
2026                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
2027                                         Cvar_SetValueQuick(&r_glsl, 0);
2028                                         R_GLSL_Restart_f(); // unload shaders
2029                                         return; // no bit left to clear
2030                                 }
2031                         }
2032                 }
2033                 CHECKGLERROR
2034                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2035         }
2036 }
2037
2038 void R_SetupGenericShader(qboolean usetexture)
2039 {
2040         if (gl_support_fragment_shader)
2041         {
2042                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044                 else if (r_glsl_permutation)
2045                 {
2046                         r_glsl_permutation = NULL;
2047                         qglUseProgramObjectARB(0);CHECKGLERROR
2048                 }
2049         }
2050 }
2051
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2053 {
2054         if (gl_support_fragment_shader)
2055         {
2056                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057                         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))));
2058                 else if (r_glsl_permutation)
2059                 {
2060                         r_glsl_permutation = NULL;
2061                         qglUseProgramObjectARB(0);CHECKGLERROR
2062                 }
2063         }
2064         if (!r_glsl_permutation)
2065         {
2066                 if (texturemode == GL_DECAL && gl_combine.integer)
2067                         texturemode = GL_INTERPOLATE_ARB;
2068                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2069         }
2070 }
2071
2072 void R_SetupDepthOrShadowShader(void)
2073 {
2074         if (gl_support_fragment_shader)
2075         {
2076                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078                 else if (r_glsl_permutation)
2079                 {
2080                         r_glsl_permutation = NULL;
2081                         qglUseProgramObjectARB(0);CHECKGLERROR
2082                 }
2083         }
2084 }
2085
2086 void R_SetupShowDepthShader(void)
2087 {
2088         if (gl_support_fragment_shader)
2089         {
2090                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092                 else if (r_glsl_permutation)
2093                 {
2094                         r_glsl_permutation = NULL;
2095                         qglUseProgramObjectARB(0);CHECKGLERROR
2096                 }
2097         }
2098 }
2099
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2112 {
2113         // select a permutation of the lighting shader appropriate to this
2114         // combination of texture, entity, light source, and fogging, only use the
2115         // minimum features necessary to avoid wasting rendering time in the
2116         // fragment shader on features that are not being used
2117         unsigned int permutation = 0;
2118         unsigned int mode = 0;
2119         // TODO: implement geometry-shader based shadow volumes someday
2120         if (r_glsl_offsetmapping.integer)
2121         {
2122                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123                 if (r_glsl_offsetmapping_reliefmapping.integer)
2124                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2125         }
2126         if (rsurfacepass == RSURFPASS_BACKGROUND)
2127         {
2128                 // distorted background
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130                         mode = SHADERMODE_WATER;
2131                 else
2132                         mode = SHADERMODE_REFRACTION;
2133         }
2134         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2135         {
2136                 // light source
2137                 mode = SHADERMODE_LIGHTSOURCE;
2138                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2142                 if (diffusescale > 0)
2143                         permutation |= SHADERPERMUTATION_DIFFUSE;
2144                 if (specularscale > 0)
2145                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146                 if (r_refdef.fogenabled)
2147                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148                 if (rsurface.texture->colormapping)
2149                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2150                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2151                 {
2152                         if (r_shadow_usingshadowmaprect)
2153                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154                         if (r_shadow_usingshadowmap2d)
2155                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156                         if (r_shadow_usingshadowmapcube)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158                         else if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168         }
2169         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2170         {
2171                 // unshaded geometry (fullbright or ambient model lighting)
2172                 mode = SHADERMODE_FLATCOLOR;
2173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176                         permutation |= SHADERPERMUTATION_GLOW;
2177                 if (r_refdef.fogenabled)
2178                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179                 if (rsurface.texture->colormapping)
2180                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2181                 if (r_glsl_offsetmapping.integer)
2182                 {
2183                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                         if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                 }
2187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188                         permutation |= SHADERPERMUTATION_REFLECTION;
2189         }
2190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2191         {
2192                 // directional model lighting
2193                 mode = SHADERMODE_LIGHTDIRECTION;
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197                         permutation |= SHADERPERMUTATION_GLOW;
2198                 permutation |= SHADERPERMUTATION_DIFFUSE;
2199                 if (specularscale > 0)
2200                         permutation |= SHADERPERMUTATION_SPECULAR;
2201                 if (r_refdef.fogenabled)
2202                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203                 if (rsurface.texture->colormapping)
2204                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206                         permutation |= SHADERPERMUTATION_REFLECTION;
2207         }
2208         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2209         {
2210                 // ambient model lighting
2211                 mode = SHADERMODE_LIGHTDIRECTION;
2212                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215                         permutation |= SHADERPERMUTATION_GLOW;
2216                 if (r_refdef.fogenabled)
2217                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218                 if (rsurface.texture->colormapping)
2219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2220                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221                         permutation |= SHADERPERMUTATION_REFLECTION;
2222         }
2223         else
2224         {
2225                 // lightmapped wall
2226                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2227                 {
2228                         // deluxemapping (light direction texture)
2229                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2231                         else
2232                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233                         permutation |= SHADERPERMUTATION_DIFFUSE;
2234                         if (specularscale > 0)
2235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2236                 }
2237                 else if (r_glsl_deluxemapping.integer >= 2)
2238                 {
2239                         // fake deluxemapping (uniform light direction in tangentspace)
2240                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241                         permutation |= SHADERPERMUTATION_DIFFUSE;
2242                         if (specularscale > 0)
2243                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244                 }
2245                 else if (rsurface.uselightmaptexture)
2246                 {
2247                         // ordinary lightmapping (q1bsp, q3bsp)
2248                         mode = SHADERMODE_LIGHTMAP;
2249                 }
2250                 else
2251                 {
2252                         // ordinary vertex coloring (q3bsp)
2253                         mode = SHADERMODE_VERTEXCOLOR;
2254                 }
2255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 if (r_refdef.fogenabled)
2260                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261                 if (rsurface.texture->colormapping)
2262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264                         permutation |= SHADERPERMUTATION_REFLECTION;
2265         }
2266         if(permutation & SHADERPERMUTATION_SPECULAR)
2267                 if(r_shadow_glossexact.integer)
2268                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269         R_SetupShader_SetPermutation(mode, permutation);
2270         if (mode == SHADERMODE_LIGHTSOURCE)
2271         {
2272                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2274                 {
2275                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279                 }
2280                 else
2281                 {
2282                         // ambient only is simpler
2283                         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]);
2284                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2287                 }
2288                 // additive passes are only darkened by fog, not tinted
2289                 if (r_glsl_permutation->loc_FogColor >= 0)
2290                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291                 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]);
2292                 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]);
2293         }
2294         else
2295         {
2296                 if (mode == SHADERMODE_LIGHTDIRECTION)
2297                 {
2298                         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);
2299                         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);
2300                         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);
2301                         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]);
2302                 }
2303                 else
2304                 {
2305                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2308                 }
2309                 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]);
2310                 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);
2311                 // additive passes are only darkened by fog, not tinted
2312                 if (r_glsl_permutation->loc_FogColor >= 0)
2313                 {
2314                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2316                         else
2317                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2318                 }
2319                 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);
2320                 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]);
2321                 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]);
2322                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2326         }
2327         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329         if (r_glsl_permutation->loc_Color_Pants >= 0)
2330         {
2331                 if (rsurface.texture->currentskinframe->pants)
2332                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2333                 else
2334                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2335         }
2336         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2337         {
2338                 if (rsurface.texture->currentskinframe->shirt)
2339                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2340                 else
2341                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2342         }
2343         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]);
2344         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2348         {
2349                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350         }
2351         else
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2354         }
2355         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356         CHECKGLERROR
2357 }
2358
2359 #define SKINFRAME_HASH 1024
2360
2361 typedef struct
2362 {
2363         int loadsequence; // incremented each level change
2364         memexpandablearray_t array;
2365         skinframe_t *hash[SKINFRAME_HASH];
2366 }
2367 r_skinframe_t;
2368 r_skinframe_t r_skinframe;
2369
2370 void R_SkinFrame_PrepareForPurge(void)
2371 {
2372         r_skinframe.loadsequence++;
2373         // wrap it without hitting zero
2374         if (r_skinframe.loadsequence >= 200)
2375                 r_skinframe.loadsequence = 1;
2376 }
2377
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 {
2380         if (!skinframe)
2381                 return;
2382         // mark the skinframe as used for the purging code
2383         skinframe->loadsequence = r_skinframe.loadsequence;
2384 }
2385
2386 void R_SkinFrame_Purge(void)
2387 {
2388         int i;
2389         skinframe_t *s;
2390         for (i = 0;i < SKINFRAME_HASH;i++)
2391         {
2392                 for (s = r_skinframe.hash[i];s;s = s->next)
2393                 {
2394                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2395                         {
2396                                 if (s->merged == s->base)
2397                                         s->merged = NULL;
2398                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2400                                 R_PurgeTexture(s->merged);s->merged = NULL;
2401                                 R_PurgeTexture(s->base  );s->base   = NULL;
2402                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2403                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2404                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2405                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2406                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2407                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2408                                 s->loadsequence = 0;
2409                         }
2410                 }
2411         }
2412 }
2413
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2415         skinframe_t *item;
2416         char basename[MAX_QPATH];
2417
2418         Image_StripImageExtension(name, basename, sizeof(basename));
2419
2420         if( last == NULL ) {
2421                 int hashindex;
2422                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423                 item = r_skinframe.hash[hashindex];
2424         } else {
2425                 item = last->next;
2426         }
2427
2428         // linearly search through the hash bucket
2429         for( ; item ; item = item->next ) {
2430                 if( !strcmp( item->basename, basename ) ) {
2431                         return item;
2432                 }
2433         }
2434         return NULL;
2435 }
2436
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 {
2439         skinframe_t *item;
2440         int hashindex;
2441         char basename[MAX_QPATH];
2442
2443         Image_StripImageExtension(name, basename, sizeof(basename));
2444
2445         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448                         break;
2449
2450         if (!item) {
2451                 rtexture_t *dyntexture;
2452                 // check whether its a dynamic texture
2453                 dyntexture = CL_GetDynTexture( basename );
2454                 if (!add && !dyntexture)
2455                         return NULL;
2456                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457                 memset(item, 0, sizeof(*item));
2458                 strlcpy(item->basename, basename, sizeof(item->basename));
2459                 item->base = dyntexture; // either NULL or dyntexture handle
2460                 item->textureflags = textureflags;
2461                 item->comparewidth = comparewidth;
2462                 item->compareheight = compareheight;
2463                 item->comparecrc = comparecrc;
2464                 item->next = r_skinframe.hash[hashindex];
2465                 r_skinframe.hash[hashindex] = item;
2466         }
2467         else if( item->base == NULL )
2468         {
2469                 rtexture_t *dyntexture;
2470                 // check whether its a dynamic texture
2471                 // 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]
2472                 dyntexture = CL_GetDynTexture( basename );
2473                 item->base = dyntexture; // either NULL or dyntexture handle
2474         }
2475
2476         R_SkinFrame_MarkUsed(item);
2477         return item;
2478 }
2479
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2481         { \
2482                 unsigned long long avgcolor[5], wsum; \
2483                 int pix, comp, w; \
2484                 avgcolor[0] = 0; \
2485                 avgcolor[1] = 0; \
2486                 avgcolor[2] = 0; \
2487                 avgcolor[3] = 0; \
2488                 avgcolor[4] = 0; \
2489                 wsum = 0; \
2490                 for(pix = 0; pix < cnt; ++pix) \
2491                 { \
2492                         w = 0; \
2493                         for(comp = 0; comp < 3; ++comp) \
2494                                 w += getpixel; \
2495                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2496                         { \
2497                                 ++wsum; \
2498                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2499                                 w = getpixel; \
2500                                 for(comp = 0; comp < 3; ++comp) \
2501                                         avgcolor[comp] += getpixel * w; \
2502                                 avgcolor[3] += w; \
2503                         } \
2504                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505                         avgcolor[4] += getpixel; \
2506                 } \
2507                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2508                         avgcolor[3] = 1; \
2509                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2513         }
2514
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2516 {
2517         // FIXME: it should be possible to disable loading various layers using
2518         // cvars, to prevent wasted loading time and memory usage if the user does
2519         // not want them
2520         qboolean loadnormalmap = true;
2521         qboolean loadgloss = true;
2522         qboolean loadpantsandshirt = true;
2523         qboolean loadglow = true;
2524         int j;
2525         unsigned char *pixels;
2526         unsigned char *bumppixels;
2527         unsigned char *basepixels = NULL;
2528         int basepixels_width;
2529         int basepixels_height;
2530         skinframe_t *skinframe;
2531
2532         if (has_alpha)
2533                 *has_alpha = false;
2534
2535         if (cls.state == ca_dedicated)
2536                 return NULL;
2537
2538         // return an existing skinframe if already loaded
2539         // if loading of the first image fails, don't make a new skinframe as it
2540         // would cause all future lookups of this to be missing
2541         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542         if (skinframe && skinframe->base)
2543                 return skinframe;
2544
2545         basepixels = loadimagepixelsbgra(name, complain, true);
2546         if (basepixels == NULL)
2547                 return NULL;
2548
2549         if (developer_loading.integer)
2550                 Con_Printf("loading skin \"%s\"\n", name);
2551
2552         // we've got some pixels to store, so really allocate this new texture now
2553         if (!skinframe)
2554                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555         skinframe->stain = NULL;
2556         skinframe->merged = NULL;
2557         skinframe->base = r_texture_notexture;
2558         skinframe->pants = NULL;
2559         skinframe->shirt = NULL;
2560         skinframe->nmap = r_texture_blanknormalmap;
2561         skinframe->gloss = NULL;
2562         skinframe->glow = NULL;
2563         skinframe->fog = NULL;
2564
2565         basepixels_width = image_width;
2566         basepixels_height = image_height;
2567         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);
2568
2569         if (textureflags & TEXF_ALPHA)
2570         {
2571                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572                         if (basepixels[j] < 255)
2573                                 break;
2574                 if (j < basepixels_width * basepixels_height * 4)
2575                 {
2576                         // has transparent pixels
2577                         if (has_alpha)
2578                                 *has_alpha = true;
2579                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580                         for (j = 0;j < image_width * image_height * 4;j += 4)
2581                         {
2582                                 pixels[j+0] = 255;
2583                                 pixels[j+1] = 255;
2584                                 pixels[j+2] = 255;
2585                                 pixels[j+3] = basepixels[j+3];
2586                         }
2587                         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);
2588                         Mem_Free(pixels);
2589                 }
2590         }
2591
2592         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593         //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]);
2594
2595         // _norm is the name used by tenebrae and has been adopted as standard
2596         if (loadnormalmap)
2597         {
2598                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2599                 {
2600                         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);
2601                         Mem_Free(pixels);
2602                         pixels = NULL;
2603                 }
2604                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2605                 {
2606                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608                         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);
2609                         Mem_Free(pixels);
2610                         Mem_Free(bumppixels);
2611                 }
2612                 else if (r_shadow_bumpscale_basetexture.value > 0)
2613                 {
2614                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616                         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);
2617                         Mem_Free(pixels);
2618                 }
2619         }
2620         // _luma is supported for tenebrae compatibility
2621         // (I think it's a very stupid name, but oh well)
2622         // _glow is the preferred name
2623         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2624         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2625         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2626         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2627
2628         if (basepixels)
2629                 Mem_Free(basepixels);
2630
2631         return skinframe;
2632 }
2633
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2635 {
2636         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2637 }
2638
2639 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2640 {
2641         int i;
2642         if (!force)
2643         {
2644                 for (i = 0;i < width*height;i++)
2645                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2646                                 break;
2647                 if (i == width*height)
2648                         return NULL;
2649         }
2650         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2651 }
2652
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2655 {
2656         int i;
2657         unsigned char *temp1, *temp2;
2658         skinframe_t *skinframe;
2659
2660         if (cls.state == ca_dedicated)
2661                 return NULL;
2662
2663         // if already loaded just return it, otherwise make a new skinframe
2664         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665         if (skinframe && skinframe->base)
2666                 return skinframe;
2667
2668         skinframe->stain = NULL;
2669         skinframe->merged = NULL;
2670         skinframe->base = r_texture_notexture;
2671         skinframe->pants = NULL;
2672         skinframe->shirt = NULL;
2673         skinframe->nmap = r_texture_blanknormalmap;
2674         skinframe->gloss = NULL;
2675         skinframe->glow = NULL;
2676         skinframe->fog = NULL;
2677
2678         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2679         if (!skindata)
2680                 return NULL;
2681
2682         if (developer_loading.integer)
2683                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2684
2685         if (r_shadow_bumpscale_basetexture.value > 0)
2686         {
2687                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688                 temp2 = temp1 + width * height * 4;
2689                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2691                 Mem_Free(temp1);
2692         }
2693         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694         if (textureflags & TEXF_ALPHA)
2695         {
2696                 for (i = 3;i < width * height * 4;i += 4)
2697                         if (skindata[i] < 255)
2698                                 break;
2699                 if (i < width * height * 4)
2700                 {
2701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702                         memcpy(fogpixels, skindata, width * height * 4);
2703                         for (i = 0;i < width * height * 4;i += 4)
2704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706                         Mem_Free(fogpixels);
2707                 }
2708         }
2709
2710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711         //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]);
2712
2713         return skinframe;
2714 }
2715
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2717 {
2718         int i;
2719         unsigned char *temp1, *temp2;
2720         unsigned int *palette;
2721         skinframe_t *skinframe;
2722
2723         if (cls.state == ca_dedicated)
2724                 return NULL;
2725
2726         // if already loaded just return it, otherwise make a new skinframe
2727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728         if (skinframe && skinframe->base)
2729                 return skinframe;
2730
2731         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2732
2733         skinframe->stain = NULL;
2734         skinframe->merged = NULL;
2735         skinframe->base = r_texture_notexture;
2736         skinframe->pants = NULL;
2737         skinframe->shirt = NULL;
2738         skinframe->nmap = r_texture_blanknormalmap;
2739         skinframe->gloss = NULL;
2740         skinframe->glow = NULL;
2741         skinframe->fog = NULL;
2742
2743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2744         if (!skindata)
2745                 return NULL;
2746
2747         if (developer_loading.integer)
2748                 Con_Printf("loading quake skin \"%s\"\n", name);
2749
2750         if (r_shadow_bumpscale_basetexture.value > 0)
2751         {
2752                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753                 temp2 = temp1 + width * height * 4;
2754                 // use either a custom palette or the quake palette
2755                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2758                 Mem_Free(temp1);
2759         }
2760         // use either a custom palette, or the quake palette
2761         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762         if (loadglowtexture)
2763                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764         if (loadpantsandshirt)
2765         {
2766                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2768         }
2769         if (skinframe->pants || skinframe->shirt)
2770                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2771         if (textureflags & TEXF_ALPHA)
2772         {
2773                 for (i = 0;i < width * height;i++)
2774                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2775                                 break;
2776                 if (i < width * height)
2777                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2778         }
2779
2780         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781         //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]);
2782
2783         return skinframe;
2784 }
2785
2786 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)
2787 {
2788         int i;
2789         skinframe_t *skinframe;
2790
2791         if (cls.state == ca_dedicated)
2792                 return NULL;
2793
2794         // if already loaded just return it, otherwise make a new skinframe
2795         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796         if (skinframe && skinframe->base)
2797                 return skinframe;
2798
2799         skinframe->stain = NULL;
2800         skinframe->merged = NULL;
2801         skinframe->base = r_texture_notexture;
2802         skinframe->pants = NULL;
2803         skinframe->shirt = NULL;
2804         skinframe->nmap = r_texture_blanknormalmap;
2805         skinframe->gloss = NULL;
2806         skinframe->glow = NULL;
2807         skinframe->fog = NULL;
2808
2809         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2810         if (!skindata)
2811                 return NULL;
2812
2813         if (developer_loading.integer)
2814                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2815
2816         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817         if (textureflags & TEXF_ALPHA)
2818         {
2819                 for (i = 0;i < width * height;i++)
2820                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2821                                 break;
2822                 if (i < width * height)
2823                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2824         }
2825
2826         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827         //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]);
2828
2829         return skinframe;
2830 }
2831
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2833 {
2834         skinframe_t *skinframe;
2835
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838
2839         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840         skinframe->stain = NULL;
2841         skinframe->merged = NULL;
2842         skinframe->base = r_texture_notexture;
2843         skinframe->pants = NULL;
2844         skinframe->shirt = NULL;
2845         skinframe->nmap = r_texture_blanknormalmap;
2846         skinframe->gloss = NULL;
2847         skinframe->glow = NULL;
2848         skinframe->fog = NULL;
2849
2850         skinframe->avgcolor[0] = rand() / RAND_MAX;
2851         skinframe->avgcolor[1] = rand() / RAND_MAX;
2852         skinframe->avgcolor[2] = rand() / RAND_MAX;
2853         skinframe->avgcolor[3] = 1;
2854
2855         return skinframe;
2856 }
2857
2858 void R_Main_FreeViewCache(void)
2859 {
2860         if (r_refdef.viewcache.entityvisible)
2861                 Mem_Free(r_refdef.viewcache.entityvisible);
2862         if (r_refdef.viewcache.world_pvsbits)
2863                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864         if (r_refdef.viewcache.world_leafvisible)
2865                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866         if (r_refdef.viewcache.world_surfacevisible)
2867                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2869 }
2870
2871 void R_Main_ResizeViewCache(void)
2872 {
2873         int numentities = r_refdef.scene.numentities;
2874         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1
2876         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2877         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2878         if (r_refdef.viewcache.maxentities < numentities)
2879         {
2880                 r_refdef.viewcache.maxentities = numentities;
2881                 if (r_refdef.viewcache.entityvisible)
2882                         Mem_Free(r_refdef.viewcache.entityvisible);
2883                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2884         }
2885         if (r_refdef.viewcache.world_numclusters != numclusters)
2886         {
2887                 r_refdef.viewcache.world_numclusters = numclusters;
2888                 if (r_refdef.viewcache.world_pvsbits)
2889                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2890                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2891         }
2892         if (r_refdef.viewcache.world_numleafs != numleafs)
2893         {
2894                 r_refdef.viewcache.world_numleafs = numleafs;
2895                 if (r_refdef.viewcache.world_leafvisible)
2896                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2897                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2898         }
2899         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2900         {
2901                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2902                 if (r_refdef.viewcache.world_surfacevisible)
2903                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2905         }
2906 }
2907
2908 void gl_main_start(void)
2909 {
2910         r_numqueries = 0;
2911         r_maxqueries = 0;
2912         memset(r_queries, 0, sizeof(r_queries));
2913
2914         r_qwskincache = NULL;
2915         r_qwskincache_size = 0;
2916
2917         // set up r_skinframe loading system for textures
2918         memset(&r_skinframe, 0, sizeof(r_skinframe));
2919         r_skinframe.loadsequence = 1;
2920         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2921
2922         r_main_texturepool = R_AllocTexturePool();
2923         R_BuildBlankTextures();
2924         R_BuildNoTexture();
2925         if (gl_texturecubemap)
2926         {
2927                 R_BuildWhiteCube();
2928                 R_BuildNormalizationCube();
2929         }
2930         r_texture_fogattenuation = NULL;
2931         r_texture_gammaramps = NULL;
2932         //r_texture_fogintensity = NULL;
2933         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2934         memset(&r_waterstate, 0, sizeof(r_waterstate));
2935         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2936         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2937         memset(&r_svbsp, 0, sizeof (r_svbsp));
2938
2939         r_refdef.fogmasktable_density = 0;
2940 }
2941
2942 extern rtexture_t *loadingscreentexture;
2943 void gl_main_shutdown(void)
2944 {
2945         R_Main_FreeViewCache();
2946
2947         if (r_maxqueries)
2948                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2949
2950         r_numqueries = 0;
2951         r_maxqueries = 0;
2952         memset(r_queries, 0, sizeof(r_queries));
2953
2954         r_qwskincache = NULL;
2955         r_qwskincache_size = 0;
2956
2957         // clear out the r_skinframe state
2958         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2959         memset(&r_skinframe, 0, sizeof(r_skinframe));
2960
2961         if (r_svbsp.nodes)
2962                 Mem_Free(r_svbsp.nodes);
2963         memset(&r_svbsp, 0, sizeof (r_svbsp));
2964         R_FreeTexturePool(&r_main_texturepool);
2965         loadingscreentexture = NULL;
2966         r_texture_blanknormalmap = NULL;
2967         r_texture_white = NULL;
2968         r_texture_grey128 = NULL;
2969         r_texture_black = NULL;
2970         r_texture_whitecube = NULL;
2971         r_texture_normalizationcube = NULL;
2972         r_texture_fogattenuation = NULL;
2973         r_texture_gammaramps = NULL;
2974         //r_texture_fogintensity = NULL;
2975         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2976         memset(&r_waterstate, 0, sizeof(r_waterstate));
2977         R_GLSL_Restart_f();
2978 }
2979
2980 extern void CL_ParseEntityLump(char *entitystring);
2981 void gl_main_newmap(void)
2982 {
2983         // FIXME: move this code to client
2984         int l;
2985         char *entities, entname[MAX_QPATH];
2986         if (r_qwskincache)
2987                 Mem_Free(r_qwskincache);
2988         r_qwskincache = NULL;
2989         r_qwskincache_size = 0;
2990         if (cl.worldmodel)
2991         {
2992                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2993                 l = (int)strlen(entname) - 4;
2994                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2995                 {
2996                         memcpy(entname + l, ".ent", 5);
2997                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2998                         {
2999                                 CL_ParseEntityLump(entities);
3000                                 Mem_Free(entities);
3001                                 return;
3002                         }
3003                 }
3004                 if (cl.worldmodel->brush.entities)
3005                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3006         }
3007         R_Main_FreeViewCache();
3008 }
3009
3010 void GL_Main_Init(void)
3011 {
3012         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3013
3014         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3015         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3016         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3017         if (gamemode == GAME_NEHAHRA)
3018         {
3019                 Cvar_RegisterVariable (&gl_fogenable);
3020                 Cvar_RegisterVariable (&gl_fogdensity);
3021                 Cvar_RegisterVariable (&gl_fogred);
3022                 Cvar_RegisterVariable (&gl_foggreen);
3023                 Cvar_RegisterVariable (&gl_fogblue);
3024                 Cvar_RegisterVariable (&gl_fogstart);
3025                 Cvar_RegisterVariable (&gl_fogend);
3026                 Cvar_RegisterVariable (&gl_skyclip);
3027         }
3028         Cvar_RegisterVariable(&r_motionblur);
3029         Cvar_RegisterVariable(&r_motionblur_maxblur);
3030         Cvar_RegisterVariable(&r_motionblur_bmin);
3031         Cvar_RegisterVariable(&r_motionblur_vmin);
3032         Cvar_RegisterVariable(&r_motionblur_vmax);
3033         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3034         Cvar_RegisterVariable(&r_motionblur_randomize);
3035         Cvar_RegisterVariable(&r_damageblur);
3036         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3037         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3038         Cvar_RegisterVariable(&r_equalize_entities_by);
3039         Cvar_RegisterVariable(&r_equalize_entities_to);
3040         Cvar_RegisterVariable(&r_animcache);
3041         Cvar_RegisterVariable(&r_depthfirst);
3042         Cvar_RegisterVariable(&r_useinfinitefarclip);
3043         Cvar_RegisterVariable(&r_farclip_base);
3044         Cvar_RegisterVariable(&r_farclip_world);
3045         Cvar_RegisterVariable(&r_nearclip);
3046         Cvar_RegisterVariable(&r_showbboxes);
3047         Cvar_RegisterVariable(&r_showsurfaces);
3048         Cvar_RegisterVariable(&r_showtris);
3049         Cvar_RegisterVariable(&r_shownormals);
3050         Cvar_RegisterVariable(&r_showlighting);
3051         Cvar_RegisterVariable(&r_showshadowvolumes);
3052         Cvar_RegisterVariable(&r_showcollisionbrushes);
3053         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3055         Cvar_RegisterVariable(&r_showdisabledepthtest);
3056         Cvar_RegisterVariable(&r_drawportals);
3057         Cvar_RegisterVariable(&r_drawentities);
3058         Cvar_RegisterVariable(&r_cullentities_trace);
3059         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3060         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3061         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3062         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3063         Cvar_RegisterVariable(&r_drawviewmodel);
3064         Cvar_RegisterVariable(&r_speeds);
3065         Cvar_RegisterVariable(&r_fullbrights);
3066         Cvar_RegisterVariable(&r_wateralpha);
3067         Cvar_RegisterVariable(&r_dynamic);
3068         Cvar_RegisterVariable(&r_fullbright);
3069         Cvar_RegisterVariable(&r_shadows);
3070         Cvar_RegisterVariable(&r_shadows_darken);
3071         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3072         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3073         Cvar_RegisterVariable(&r_shadows_throwdistance);
3074         Cvar_RegisterVariable(&r_shadows_throwdirection);
3075         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3076         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3077         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3078         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3079         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3080         Cvar_RegisterVariable(&r_fog_exp2);
3081         Cvar_RegisterVariable(&r_drawfog);
3082         Cvar_RegisterVariable(&r_textureunits);
3083         Cvar_RegisterVariable(&r_glsl);
3084         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3085         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3086         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3087         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3088         Cvar_RegisterVariable(&r_glsl_postprocess);
3089         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3090         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3091         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3092         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3093         Cvar_RegisterVariable(&r_glsl_usegeneric);
3094         Cvar_RegisterVariable(&r_water);
3095         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3096         Cvar_RegisterVariable(&r_water_clippingplanebias);
3097         Cvar_RegisterVariable(&r_water_refractdistort);
3098         Cvar_RegisterVariable(&r_water_reflectdistort);
3099         Cvar_RegisterVariable(&r_lerpsprites);
3100         Cvar_RegisterVariable(&r_lerpmodels);
3101         Cvar_RegisterVariable(&r_lerplightstyles);
3102         Cvar_RegisterVariable(&r_waterscroll);
3103         Cvar_RegisterVariable(&r_bloom);
3104         Cvar_RegisterVariable(&r_bloom_colorscale);
3105         Cvar_RegisterVariable(&r_bloom_brighten);
3106         Cvar_RegisterVariable(&r_bloom_blur);
3107         Cvar_RegisterVariable(&r_bloom_resolution);
3108         Cvar_RegisterVariable(&r_bloom_colorexponent);
3109         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3110         Cvar_RegisterVariable(&r_hdr);
3111         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3112         Cvar_RegisterVariable(&r_hdr_glowintensity);
3113         Cvar_RegisterVariable(&r_hdr_range);
3114         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3115         Cvar_RegisterVariable(&developer_texturelogging);
3116         Cvar_RegisterVariable(&gl_lightmaps);
3117         Cvar_RegisterVariable(&r_test);
3118         Cvar_RegisterVariable(&r_batchmode);
3119         Cvar_RegisterVariable(&r_glsl_saturation);
3120         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3121                 Cvar_SetValue("r_fullbrights", 0);
3122         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3123
3124         Cvar_RegisterVariable(&r_track_sprites);
3125         Cvar_RegisterVariable(&r_track_sprites_flags);
3126         Cvar_RegisterVariable(&r_track_sprites_scalew);
3127         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3128 }
3129
3130 extern void R_Textures_Init(void);
3131 extern void GL_Draw_Init(void);
3132 extern void GL_Main_Init(void);
3133 extern void R_Shadow_Init(void);
3134 extern void R_Sky_Init(void);
3135 extern void GL_Surf_Init(void);
3136 extern void R_Particles_Init(void);
3137 extern void R_Explosion_Init(void);
3138 extern void gl_backend_init(void);
3139 extern void Sbar_Init(void);
3140 extern void R_LightningBeams_Init(void);
3141 extern void Mod_RenderInit(void);
3142
3143 void Render_Init(void)
3144 {
3145         gl_backend_init();
3146         R_Textures_Init();
3147         GL_Main_Init();
3148         GL_Draw_Init();
3149         R_Shadow_Init();
3150         R_Sky_Init();
3151         GL_Surf_Init();
3152         Sbar_Init();
3153         R_Particles_Init();
3154         R_Explosion_Init();
3155         R_LightningBeams_Init();
3156         Mod_RenderInit();
3157 }
3158
3159 /*
3160 ===============
3161 GL_Init
3162 ===============
3163 */
3164 extern char *ENGINE_EXTENSIONS;
3165 void GL_Init (void)
3166 {
3167         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3168         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3169         gl_version = (const char *)qglGetString(GL_VERSION);
3170         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3171
3172         if (!gl_extensions)
3173                 gl_extensions = "";
3174         if (!gl_platformextensions)
3175                 gl_platformextensions = "";
3176
3177         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3178         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3179         Con_Printf("GL_VERSION: %s\n", gl_version);
3180         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3181         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3182
3183         VID_CheckExtensions();
3184
3185         // LordHavoc: report supported extensions
3186         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3187
3188         // clear to black (loading plaque will be seen over this)
3189         CHECKGLERROR
3190         qglClearColor(0,0,0,1);CHECKGLERROR
3191         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3192 }
3193
3194 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3195 {
3196         int i;
3197         mplane_t *p;
3198         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3199         {
3200                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3201                 if (i == 4)
3202                         continue;
3203                 p = r_refdef.view.frustum + i;
3204                 switch(p->signbits)
3205                 {
3206                 default:
3207                 case 0:
3208                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3209                                 return true;
3210                         break;
3211                 case 1:
3212                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3213                                 return true;
3214                         break;
3215                 case 2:
3216                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3217                                 return true;
3218                         break;
3219                 case 3:
3220                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3221                                 return true;
3222                         break;
3223                 case 4:
3224                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3225                                 return true;
3226                         break;
3227                 case 5:
3228                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3229                                 return true;
3230                         break;
3231                 case 6:
3232                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3233                                 return true;
3234                         break;
3235                 case 7:
3236                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3237                                 return true;
3238                         break;
3239                 }
3240         }
3241         return false;
3242 }
3243
3244 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3245 {
3246         int i;
3247         const mplane_t *p;
3248         for (i = 0;i < numplanes;i++)
3249         {
3250                 p = planes + i;
3251                 switch(p->signbits)
3252                 {
3253                 default:
3254                 case 0:
3255                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3256                                 return true;
3257                         break;
3258                 case 1:
3259                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3260                                 return true;
3261                         break;
3262                 case 2:
3263                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3264                                 return true;
3265                         break;
3266                 case 3:
3267                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3268                                 return true;
3269                         break;
3270                 case 4:
3271                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3272                                 return true;
3273                         break;
3274                 case 5:
3275                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3276                                 return true;
3277                         break;
3278                 case 6:
3279                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3280                                 return true;
3281                         break;
3282                 case 7:
3283                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3284                                 return true;
3285                         break;
3286                 }
3287         }
3288         return false;
3289 }
3290
3291 //==================================================================================
3292
3293 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3294
3295 /**
3296  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3297  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3298  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3299  */
3300
3301 typedef struct r_animcache_entity_s
3302 {
3303         float *vertex3f;
3304         float *normal3f;
3305         float *svector3f;
3306         float *tvector3f;
3307         int maxvertices;
3308         qboolean wantnormals;
3309         qboolean wanttangents;
3310 }
3311 r_animcache_entity_t;
3312
3313 typedef struct r_animcache_s
3314 {
3315         r_animcache_entity_t entity[MAX_EDICTS];
3316         int maxindex;
3317         int currentindex;
3318 }
3319 r_animcache_t;
3320
3321 static r_animcache_t r_animcachestate;
3322
3323 void R_AnimCache_Free(void)
3324 {
3325         int idx;
3326         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3327         {
3328                 r_animcachestate.entity[idx].maxvertices = 0;
3329                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3330                 r_animcachestate.entity[idx].vertex3f = NULL;
3331                 r_animcachestate.entity[idx].normal3f = NULL;
3332                 r_animcachestate.entity[idx].svector3f = NULL;
3333                 r_animcachestate.entity[idx].tvector3f = NULL;
3334         }
3335         r_animcachestate.currentindex = 0;
3336         r_animcachestate.maxindex = 0;
3337 }
3338
3339 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3340 {
3341         int arraySize;
3342         float *base;
3343         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3344
3345         if (cache->maxvertices >= numvertices)
3346                 return;
3347
3348         // Release existing memory
3349         if (cache->vertex3f)
3350                 Mem_Free(cache->vertex3f);
3351
3352         // Pad by 1024 verts
3353         cache->maxvertices = (numvertices + 1023) & ~1023;
3354         arraySize = cache->maxvertices * 3;
3355
3356         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3357         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3358         r_animcachestate.entity[cacheIdx].vertex3f = base;
3359         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3360         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3361         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3362
3363 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3364 }
3365
3366 void R_AnimCache_NewFrame(void)
3367 {
3368         int i;
3369
3370         if (r_animcache.integer && r_drawentities.integer)
3371                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3372         else if (r_animcachestate.maxindex)
3373                 R_AnimCache_Free();
3374
3375         r_animcachestate.currentindex = 0;
3376
3377         for (i = 0;i < r_refdef.scene.numentities;i++)
3378                 r_refdef.scene.entities[i]->animcacheindex = -1;
3379 }
3380
3381 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3382 {
3383         dp_model_t *model = ent->model;
3384         r_animcache_entity_t *c;
3385         // see if it's already cached this frame
3386         if (ent->animcacheindex >= 0)
3387         {
3388                 // add normals/tangents if needed
3389                 c = r_animcachestate.entity + ent->animcacheindex;
3390                 if (c->wantnormals)
3391                         wantnormals = false;
3392                 if (c->wanttangents)
3393                         wanttangents = false;
3394                 if (wantnormals || wanttangents)
3395                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3396         }
3397         else
3398         {
3399                 // see if this ent is worth caching
3400                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3401                         return false;
3402                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3403                         return false;
3404                 // assign it a cache entry and make sure the arrays are big enough
3405                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3406                 ent->animcacheindex = r_animcachestate.currentindex++;
3407                 c = r_animcachestate.entity + ent->animcacheindex;
3408                 c->wantnormals = wantnormals;
3409                 c->wanttangents = wanttangents;
3410                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3411         }
3412         return true;
3413 }
3414
3415 void R_AnimCache_CacheVisibleEntities(void)
3416 {
3417         int i;
3418         qboolean wantnormals;
3419         qboolean wanttangents;
3420
3421         if (!r_animcachestate.maxindex)
3422                 return;
3423
3424         wantnormals = !r_showsurfaces.integer;
3425         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3426
3427         // TODO: thread this?
3428
3429         for (i = 0;i < r_refdef.scene.numentities;i++)
3430         {
3431                 if (!r_refdef.viewcache.entityvisible[i])
3432                         continue;
3433                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3434         }
3435 }
3436
3437 //==================================================================================
3438
3439 static void R_View_UpdateEntityLighting (void)
3440 {
3441         int i;
3442         entity_render_t *ent;
3443         vec3_t tempdiffusenormal, avg;
3444         vec_t f, fa, fd, fdd;
3445
3446         for (i = 0;i < r_refdef.scene.numentities;i++)
3447         {
3448                 ent = r_refdef.scene.entities[i];
3449
3450                 // skip unseen models
3451                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3452                         continue;
3453
3454                 // skip bsp models
3455                 if (ent->model && ent->model->brush.num_leafs)
3456                 {
3457                         // TODO: use modellight for r_ambient settings on world?
3458                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3459                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3460                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3461                         continue;
3462                 }
3463
3464                 // fetch the lighting from the worldmodel data
3465                 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));
3466                 VectorClear(ent->modellight_diffuse);
3467                 VectorClear(tempdiffusenormal);
3468                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3469                 {
3470                         vec3_t org;
3471                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3472                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3473                         if(ent->flags & RENDER_EQUALIZE)
3474                         {
3475                                 // first fix up ambient lighting...
3476                                 if(r_equalize_entities_minambient.value > 0)
3477                                 {
3478                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3479                                         if(fd > 0)
3480                                         {
3481                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3482                                                 if(fa < r_equalize_entities_minambient.value * fd)
3483                                                 {
3484                                                         // solve:
3485                                                         //   fa'/fd' = minambient
3486                                                         //   fa'+0.25*fd' = fa+0.25*fd
3487                                                         //   ...
3488                                                         //   fa' = fd' * minambient
3489                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3490                                                         //   ...
3491                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3492                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3493                                                         //   ...
3494                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3495                                                         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
3496                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3497                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3498                                                 }
3499                                         }
3500                                 }
3501
3502                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3503                                 {
3504                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3505                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3506                                         if(f > 0)
3507                                         {
3508                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3509                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3510                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3511                                         }
3512                                 }
3513                         }
3514                 }
3515                 else // highly rare
3516                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3517
3518                 // move the light direction into modelspace coordinates for lighting code
3519                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3520                 if(VectorLength2(ent->modellight_lightdir) == 0)
3521                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3522                 VectorNormalize(ent->modellight_lightdir);
3523         }
3524 }
3525
3526 #define MAX_LINEOFSIGHTTRACES 64
3527
3528 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3529 {
3530         int i;
3531         vec3_t boxmins, boxmaxs;
3532         vec3_t start;
3533         vec3_t end;
3534         dp_model_t *model = r_refdef.scene.worldmodel;
3535         
3536         if (!model || !model->brush.TraceLineOfSight)
3537                 return true;
3538
3539         // expand the box a little
3540         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3541         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3542         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3543         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3544         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3545         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3546
3547         // try center
3548         VectorCopy(eye, start);
3549         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3550         if (model->brush.TraceLineOfSight(model, start, end))
3551                 return true;
3552
3553         // try various random positions
3554         for (i = 0;i < numsamples;i++)
3555         {
3556                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3557                 if (model->brush.TraceLineOfSight(model, start, end))
3558                         return true;
3559         }
3560
3561         return false;
3562 }
3563
3564
3565 static void R_View_UpdateEntityVisible (void)
3566 {
3567         int i;
3568         int renderimask;
3569         int samples;
3570         entity_render_t *ent;
3571
3572         if (!r_drawentities.integer)
3573                 return;
3574
3575         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3576         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3577         {
3578                 // worldmodel can check visibility
3579                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3580                 for (i = 0;i < r_refdef.scene.numentities;i++)
3581                 {
3582                         ent = r_refdef.scene.entities[i];
3583                         if (!(ent->flags & renderimask))
3584                         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)))
3585                         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))
3586                                 r_refdef.viewcache.entityvisible[i] = true;
3587                 }
3588                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3589                 {
3590                         for (i = 0;i < r_refdef.scene.numentities;i++)
3591                         {
3592                                 ent = r_refdef.scene.entities[i];
3593                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3594                                 {
3595                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3596                                         if (samples < 0)
3597                                                 continue; // temp entities do pvs only
3598                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3599                                                 ent->last_trace_visibility = realtime;
3600                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3601                                                 r_refdef.viewcache.entityvisible[i] = 0;
3602                                 }
3603                         }
3604                 }
3605         }
3606         else
3607         {
3608                 // no worldmodel or it can't check visibility
3609                 for (i = 0;i < r_refdef.scene.numentities;i++)
3610                 {
3611                         ent = r_refdef.scene.entities[i];
3612                         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));
3613                 }
3614         }
3615 }
3616
3617 /// only used if skyrendermasked, and normally returns false
3618 int R_DrawBrushModelsSky (void)
3619 {
3620         int i, sky;
3621         entity_render_t *ent;
3622
3623         if (!r_drawentities.integer)
3624                 return false;
3625
3626         sky = false;
3627         for (i = 0;i < r_refdef.scene.numentities;i++)
3628         {
3629                 if (!r_refdef.viewcache.entityvisible[i])
3630                         continue;
3631                 ent = r_refdef.scene.entities[i];
3632                 if (!ent->model || !ent->model->DrawSky)
3633                         continue;
3634                 ent->model->DrawSky(ent);
3635                 sky = true;
3636         }
3637         return sky;
3638 }
3639
3640 static void R_DrawNoModel(entity_render_t *ent);
3641 static void R_DrawModels(void)
3642 {
3643         int i;
3644         entity_render_t *ent;
3645
3646         if (!r_drawentities.integer)
3647                 return;
3648
3649         for (i = 0;i < r_refdef.scene.numentities;i++)
3650         {
3651                 if (!r_refdef.viewcache.entityvisible[i])
3652                         continue;
3653                 ent = r_refdef.scene.entities[i];
3654                 r_refdef.stats.entities++;
3655                 if (ent->model && ent->model->Draw != NULL)
3656                         ent->model->Draw(ent);
3657                 else
3658                         R_DrawNoModel(ent);
3659         }
3660 }
3661
3662 static void R_DrawModelsDepth(void)
3663 {
3664         int i;
3665         entity_render_t *ent;
3666
3667         if (!r_drawentities.integer)
3668                 return;
3669
3670         for (i = 0;i < r_refdef.scene.numentities;i++)
3671         {
3672                 if (!r_refdef.viewcache.entityvisible[i])
3673                         continue;
3674                 ent = r_refdef.scene.entities[i];
3675                 if (ent->model && ent->model->DrawDepth != NULL)
3676                         ent->model->DrawDepth(ent);
3677         }
3678 }
3679
3680 static void R_DrawModelsDebug(void)
3681 {
3682         int i;
3683         entity_render_t *ent;
3684
3685         if (!r_drawentities.integer)
3686                 return;
3687
3688         for (i = 0;i < r_refdef.scene.numentities;i++)
3689         {
3690                 if (!r_refdef.viewcache.entityvisible[i])
3691                         continue;
3692                 ent = r_refdef.scene.entities[i];
3693                 if (ent->model && ent->model->DrawDebug != NULL)
3694                         ent->model->DrawDebug(ent);
3695         }
3696 }
3697
3698 static void R_DrawModelsAddWaterPlanes(void)
3699 {
3700         int i;
3701         entity_render_t *ent;
3702
3703         if (!r_drawentities.integer)
3704                 return;
3705
3706         for (i = 0;i < r_refdef.scene.numentities;i++)
3707         {
3708                 if (!r_refdef.viewcache.entityvisible[i])
3709                         continue;
3710                 ent = r_refdef.scene.entities[i];
3711                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3712                         ent->model->DrawAddWaterPlanes(ent);
3713         }
3714 }
3715
3716 static void R_DrawModelDecals_Entity(entity_render_t *ent);
3717 static void R_DrawModelDecals(void)
3718 {
3719         int i;
3720         entity_render_t *ent;
3721
3722         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
3723
3724         if (!r_drawentities.integer || r_showsurfaces.integer)
3725                 return;
3726
3727         for (i = 0;i < r_refdef.scene.numentities;i++)
3728         {
3729                 if (!r_refdef.viewcache.entityvisible[i])
3730                         continue;
3731                 ent = r_refdef.scene.entities[i];
3732                 r_refdef.stats.entities++;
3733                 if (ent->decalsystem.numdecals)
3734                         R_DrawModelDecals_Entity(ent);
3735         }
3736 }
3737
3738 static void R_View_SetFrustum(void)
3739 {
3740         int i;
3741         double slopex, slopey;
3742         vec3_t forward, left, up, origin;
3743
3744         // we can't trust r_refdef.view.forward and friends in reflected scenes
3745         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3746
3747 #if 0
3748         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3749         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3750         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3751         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3752         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3753         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3754         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3755         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3756         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3757         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3758         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3759         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3760 #endif
3761
3762 #if 0
3763         zNear = r_refdef.nearclip;
3764         nudge = 1.0 - 1.0 / (1<<23);
3765         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3766         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3767         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3768         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3769         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3770         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3771         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3772         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3773 #endif
3774
3775
3776
3777 #if 0
3778         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3779         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3780         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3781         r_refdef.view.frustum[0].dist = m[15] - m[12];
3782
3783         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3784         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3785         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3786         r_refdef.view.frustum[1].dist = m[15] + m[12];
3787
3788         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3789         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3790         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3791         r_refdef.view.frustum[2].dist = m[15] - m[13];
3792
3793         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3794         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3795         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3796         r_refdef.view.frustum[3].dist = m[15] + m[13];
3797
3798         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3799         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3800         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3801         r_refdef.view.frustum[4].dist = m[15] - m[14];
3802
3803         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3804         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3805         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3806         r_refdef.view.frustum[5].dist = m[15] + m[14];
3807 #endif
3808
3809         if (r_refdef.view.useperspective)
3810         {
3811                 slopex = 1.0 / r_refdef.view.frustum_x;
3812                 slopey = 1.0 / r_refdef.view.frustum_y;
3813                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3814                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3815                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3816                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3817                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3818
3819                 // Leaving those out was a mistake, those were in the old code, and they
3820                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3821                 // I couldn't reproduce it after adding those normalizations. --blub
3822                 VectorNormalize(r_refdef.view.frustum[0].normal);
3823                 VectorNormalize(r_refdef.view.frustum[1].normal);
3824                 VectorNormalize(r_refdef.view.frustum[2].normal);
3825                 VectorNormalize(r_refdef.view.frustum[3].normal);
3826
3827                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3828                 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]);
3829                 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]);
3830                 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]);
3831                 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]);
3832
3833                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3834                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3835                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3836                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3837                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3838         }
3839         else
3840         {
3841                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3842                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3843                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3844                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3845                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3846                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3847                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3848                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3849                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3850                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3851         }
3852         r_refdef.view.numfrustumplanes = 5;
3853
3854         if (r_refdef.view.useclipplane)
3855         {
3856                 r_refdef.view.numfrustumplanes = 6;
3857                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3858         }
3859
3860         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3861                 PlaneClassify(r_refdef.view.frustum + i);
3862
3863         // LordHavoc: note to all quake engine coders, Quake had a special case
3864         // for 90 degrees which assumed a square view (wrong), so I removed it,
3865         // Quake2 has it disabled as well.
3866
3867         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3868         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3869         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3870         //PlaneClassify(&frustum[0]);
3871
3872         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3873         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3874         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3875         //PlaneClassify(&frustum[1]);
3876
3877         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3878         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3879         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3880         //PlaneClassify(&frustum[2]);
3881
3882         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3883         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3884         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3885         //PlaneClassify(&frustum[3]);
3886
3887         // nearclip plane
3888         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3889         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3890         //PlaneClassify(&frustum[4]);
3891 }
3892
3893 void R_View_Update(void)
3894 {
3895         R_Main_ResizeViewCache();
3896         R_View_SetFrustum();
3897         R_View_WorldVisibility(r_refdef.view.useclipplane);
3898         R_View_UpdateEntityVisible();
3899         R_View_UpdateEntityLighting();
3900 }
3901
3902 void R_SetupView(qboolean allowwaterclippingplane)
3903 {
3904         const double *customclipplane = NULL;
3905         double plane[4];
3906         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3907         {
3908                 // LordHavoc: couldn't figure out how to make this approach the
3909                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3910                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3911                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3912                         dist = r_refdef.view.clipplane.dist;
3913                 plane[0] = r_refdef.view.clipplane.normal[0];
3914                 plane[1] = r_refdef.view.clipplane.normal[1];
3915                 plane[2] = r_refdef.view.clipplane.normal[2];
3916                 plane[3] = dist;
3917                 customclipplane = plane;
3918         }
3919
3920         if (!r_refdef.view.useperspective)
3921                 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);
3922         else if (gl_stencil && r_useinfinitefarclip.integer)
3923                 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);
3924         else
3925                 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);
3926         R_SetViewport(&r_refdef.view.viewport);
3927 }
3928
3929 void R_ResetViewRendering2D(void)
3930 {
3931         r_viewport_t viewport;
3932         DrawQ_Finish();
3933
3934         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3935         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);
3936         R_SetViewport(&viewport);
3937         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3938         GL_Color(1, 1, 1, 1);
3939         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3940         GL_BlendFunc(GL_ONE, GL_ZERO);
3941         GL_AlphaTest(false);
3942         GL_ScissorTest(false);
3943         GL_DepthMask(false);
3944         GL_DepthRange(0, 1);
3945         GL_DepthTest(false);
3946         R_Mesh_Matrix(&identitymatrix);
3947         R_Mesh_ResetTextureState();
3948         GL_PolygonOffset(0, 0);
3949         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3950         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3951         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3952         qglStencilMask(~0);CHECKGLERROR
3953         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3954         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3955         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3956         R_SetupGenericShader(true);
3957 }
3958
3959 void R_ResetViewRendering3D(void)
3960 {
3961         DrawQ_Finish();
3962
3963         R_SetupView(true);
3964         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3965         GL_Color(1, 1, 1, 1);
3966         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3967         GL_BlendFunc(GL_ONE, GL_ZERO);
3968         GL_AlphaTest(false);
3969         GL_ScissorTest(true);
3970         GL_DepthMask(true);
3971         GL_DepthRange(0, 1);
3972         GL_DepthTest(true);
3973         R_Mesh_Matrix(&identitymatrix);
3974         R_Mesh_ResetTextureState();
3975         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3976         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3977         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3978         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3979         qglStencilMask(~0);CHECKGLERROR
3980         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3981         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3982         GL_CullFace(r_refdef.view.cullface_back);
3983         R_SetupGenericShader(true);
3984 }
3985
3986 void R_RenderScene(void);
3987 void R_RenderWaterPlanes(void);
3988
3989 static void R_Water_StartFrame(void)
3990 {
3991         int i;
3992         int waterwidth, waterheight, texturewidth, textureheight;
3993         r_waterstate_waterplane_t *p;
3994
3995         // set waterwidth and waterheight to the water resolution that will be
3996         // used (often less than the screen resolution for faster rendering)
3997         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3998         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3999
4000         // calculate desired texture sizes
4001         // can't use water if the card does not support the texture size
4002         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4003                 texturewidth = textureheight = waterwidth = waterheight = 0;
4004         else if (gl_support_arb_texture_non_power_of_two)
4005         {
4006                 texturewidth = waterwidth;
4007                 textureheight = waterheight;
4008         }
4009         else
4010         {
4011                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4012                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4013         }
4014
4015         // allocate textures as needed
4016         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4017         {
4018                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4019                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4020                 {
4021                         if (p->texture_refraction)
4022                                 R_FreeTexture(p->texture_refraction);
4023                         p->texture_refraction = NULL;
4024                         if (p->texture_reflection)
4025                                 R_FreeTexture(p->texture_reflection);
4026                         p->texture_reflection = NULL;
4027                 }
4028                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4029                 r_waterstate.texturewidth = texturewidth;
4030                 r_waterstate.textureheight = textureheight;
4031         }
4032
4033         if (r_waterstate.texturewidth)
4034         {
4035                 r_waterstate.enabled = true;
4036
4037                 // when doing a reduced render (HDR) we want to use a smaller area
4038                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4039                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4040
4041                 // set up variables that will be used in shader setup
4042                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4043                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4044                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4045                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4046         }
4047
4048         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4049         r_waterstate.numwaterplanes = 0;
4050 }
4051
4052 void R_Water_AddWaterPlane(msurface_t *surface)
4053 {
4054         int triangleindex, planeindex;
4055         const int *e;
4056         vec3_t vert[3];
4057         vec3_t normal;
4058         vec3_t center;
4059         mplane_t plane;
4060         r_waterstate_waterplane_t *p;
4061         texture_t *t = R_GetCurrentTexture(surface->texture);
4062         // just use the first triangle with a valid normal for any decisions
4063         VectorClear(normal);
4064         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4065         {
4066                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4067                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4068                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4069                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4070                 if (VectorLength2(normal) >= 0.001)
4071                         break;
4072         }
4073
4074         VectorCopy(normal, plane.normal);
4075         VectorNormalize(plane.normal);
4076         plane.dist = DotProduct(vert[0], plane.normal);
4077         PlaneClassify(&plane);
4078         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4079         {
4080                 // skip backfaces (except if nocullface is set)
4081                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4082                         return;
4083                 VectorNegate(plane.normal, plane.normal);
4084                 plane.dist *= -1;
4085                 PlaneClassify(&plane);
4086         }
4087
4088
4089         // find a matching plane if there is one
4090         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4091                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4092                         break;
4093         if (planeindex >= r_waterstate.maxwaterplanes)
4094                 return; // nothing we can do, out of planes
4095
4096         // if this triangle does not fit any known plane rendered this frame, add one
4097         if (planeindex >= r_waterstate.numwaterplanes)
4098         {
4099                 // store the new plane
4100                 r_waterstate.numwaterplanes++;
4101                 p->plane = plane;
4102                 // clear materialflags and pvs
4103                 p->materialflags = 0;
4104                 p->pvsvalid = false;
4105         }
4106         // merge this surface's materialflags into the waterplane
4107         p->materialflags |= t->currentmaterialflags;
4108         // merge this surface's PVS into the waterplane
4109         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4110         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4111          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4112         {
4113                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4114                 p->pvsvalid = true;
4115         }
4116 }
4117
4118 static void R_Water_ProcessPlanes(void)
4119 {
4120         r_refdef_view_t originalview;
4121         r_refdef_view_t myview;
4122         int planeindex;
4123         r_waterstate_waterplane_t *p;
4124
4125         originalview = r_refdef.view;
4126
4127         // make sure enough textures are allocated
4128         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4129         {
4130                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4131                 {
4132                         if (!p->texture_refraction)
4133                                 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);
4134                         if (!p->texture_refraction)
4135                                 goto error;
4136                 }
4137
4138                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4139                 {
4140                         if (!p->texture_reflection)
4141                                 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);
4142                         if (!p->texture_reflection)
4143                                 goto error;
4144                 }
4145         }
4146
4147         // render views
4148         r_refdef.view = originalview;
4149         r_refdef.view.showdebug = false;
4150         r_refdef.view.width = r_waterstate.waterwidth;
4151         r_refdef.view.height = r_waterstate.waterheight;
4152         r_refdef.view.useclipplane = true;
4153         myview = r_refdef.view;
4154         r_waterstate.renderingscene = true;
4155         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4156         {
4157                 // render the normal view scene and copy into texture
4158                 // (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)
4159                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4160                 {
4161                         r_refdef.view = myview;
4162                         r_refdef.view.clipplane = p->plane;
4163                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4164                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4165                         PlaneClassify(&r_refdef.view.clipplane);
4166
4167                         R_ResetViewRendering3D();
4168                         R_ClearScreen(r_refdef.fogenabled);
4169                         R_View_Update();
4170                         R_RenderScene();
4171
4172                         // copy view into the screen texture
4173                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4174                         GL_ActiveTexture(0);
4175                         CHECKGLERROR
4176                         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
4177                 }
4178
4179                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4180                 {
4181                         r_refdef.view = myview;
4182                         // render reflected scene and copy into texture
4183                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4184                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4185                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4186                         r_refdef.view.clipplane = p->plane;
4187                         // reverse the cullface settings for this render
4188                         r_refdef.view.cullface_front = GL_FRONT;
4189                         r_refdef.view.cullface_back = GL_BACK;
4190                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4191                         {
4192                                 r_refdef.view.usecustompvs = true;
4193                                 if (p->pvsvalid)
4194                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4195                                 else
4196                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4197                         }
4198
4199                         R_ResetViewRendering3D();
4200                         R_ClearScreen(r_refdef.fogenabled);
4201                         R_View_Update();
4202                         R_RenderScene();
4203
4204                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4205                         GL_ActiveTexture(0);
4206                         CHECKGLERROR
4207                         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
4208                 }
4209         }
4210         r_waterstate.renderingscene = false;
4211         r_refdef.view = originalview;
4212         R_ResetViewRendering3D();
4213         R_ClearScreen(r_refdef.fogenabled);
4214         R_View_Update();
4215         return;
4216 error:
4217         r_refdef.view = originalview;
4218         r_waterstate.renderingscene = false;
4219         Cvar_SetValueQuick(&r_water, 0);
4220         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4221         return;
4222 }
4223
4224 void R_Bloom_StartFrame(void)
4225 {
4226         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4227
4228         // set bloomwidth and bloomheight to the bloom resolution that will be
4229         // used (often less than the screen resolution for faster rendering)
4230         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4231         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4232         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4233         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4234         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4235
4236         // calculate desired texture sizes
4237         if (gl_support_arb_texture_non_power_of_two)
4238         {
4239                 screentexturewidth = r_refdef.view.width;
4240                 screentextureheight = r_refdef.view.height;
4241                 bloomtexturewidth = r_bloomstate.bloomwidth;
4242                 bloomtextureheight = r_bloomstate.bloomheight;
4243         }
4244         else
4245         {
4246                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4247                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4248                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4249                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4250         }
4251
4252         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4253         {
4254                 Cvar_SetValueQuick(&r_hdr, 0);
4255                 Cvar_SetValueQuick(&r_bloom, 0);
4256                 Cvar_SetValueQuick(&r_motionblur, 0);
4257                 Cvar_SetValueQuick(&r_damageblur, 0);
4258         }
4259
4260         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4261                 screentexturewidth = screentextureheight = 0;
4262         if (!r_hdr.integer && !r_bloom.integer)
4263                 bloomtexturewidth = bloomtextureheight = 0;
4264
4265         // allocate textures as needed
4266         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4267         {
4268                 if (r_bloomstate.texture_screen)
4269                         R_FreeTexture(r_bloomstate.texture_screen);
4270                 r_bloomstate.texture_screen = NULL;
4271                 r_bloomstate.screentexturewidth = screentexturewidth;
4272                 r_bloomstate.screentextureheight = screentextureheight;
4273                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4274                         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);
4275         }
4276         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4277         {
4278                 if (r_bloomstate.texture_bloom)
4279                         R_FreeTexture(r_bloomstate.texture_bloom);
4280                 r_bloomstate.texture_bloom = NULL;
4281                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4282                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4283                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4284                         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);
4285         }
4286
4287         // when doing a reduced render (HDR) we want to use a smaller area
4288         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4289         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4290         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4291         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4292         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4293
4294         // set up a texcoord array for the full resolution screen image
4295         // (we have to keep this around to copy back during final render)
4296         r_bloomstate.screentexcoord2f[0] = 0;
4297         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4298         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4299         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4300         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4301         r_bloomstate.screentexcoord2f[5] = 0;
4302         r_bloomstate.screentexcoord2f[6] = 0;
4303         r_bloomstate.screentexcoord2f[7] = 0;
4304
4305         // set up a texcoord array for the reduced resolution bloom image
4306         // (which will be additive blended over the screen image)
4307         r_bloomstate.bloomtexcoord2f[0] = 0;
4308         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4309         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4310         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4311         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4312         r_bloomstate.bloomtexcoord2f[5] = 0;
4313         r_bloomstate.bloomtexcoord2f[6] = 0;
4314         r_bloomstate.bloomtexcoord2f[7] = 0;
4315
4316         if (r_hdr.integer || r_bloom.integer)
4317         {
4318                 r_bloomstate.enabled = true;
4319                 r_bloomstate.hdr = r_hdr.integer != 0;
4320         }
4321
4322         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);
4323 }
4324
4325 void R_Bloom_CopyBloomTexture(float colorscale)
4326 {
4327         r_refdef.stats.bloom++;
4328
4329         // scale down screen texture to the bloom texture size
4330         CHECKGLERROR
4331         R_SetViewport(&r_bloomstate.viewport);
4332         GL_BlendFunc(GL_ONE, GL_ZERO);
4333         GL_Color(colorscale, colorscale, colorscale, 1);
4334         // TODO: optimize with multitexture or GLSL
4335         R_SetupGenericShader(true);
4336         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4337         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4338         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4339         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4340
4341         // we now have a bloom image in the framebuffer
4342         // copy it into the bloom image texture for later processing
4343         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4344         GL_ActiveTexture(0);
4345         CHECKGLERROR
4346         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4347         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4348 }
4349
4350 void R_Bloom_CopyHDRTexture(void)
4351 {
4352         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4353         GL_ActiveTexture(0);
4354         CHECKGLERROR
4355         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
4356         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4357 }
4358
4359 void R_Bloom_MakeTexture(void)
4360 {
4361         int x, range, dir;
4362         float xoffset, yoffset, r, brighten;
4363
4364         r_refdef.stats.bloom++;
4365
4366         R_ResetViewRendering2D();
4367         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4368         R_Mesh_ColorPointer(NULL, 0, 0);
4369         R_SetupGenericShader(true);
4370
4371         // we have a bloom image in the framebuffer
4372         CHECKGLERROR
4373         R_SetViewport(&r_bloomstate.viewport);
4374
4375         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4376         {
4377                 x *= 2;
4378                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4379                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4380                 GL_Color(r, r, r, 1);
4381                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4382                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4383                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4384                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4385
4386                 // copy the vertically blurred bloom view to a texture
4387                 GL_ActiveTexture(0);
4388                 CHECKGLERROR
4389                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4390                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4391         }
4392
4393         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4394         brighten = r_bloom_brighten.value;
4395         if (r_hdr.integer)
4396                 brighten *= r_hdr_range.value;
4397         brighten = sqrt(brighten);
4398         if(range >= 1)
4399                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4400         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4401         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4402
4403         for (dir = 0;dir < 2;dir++)
4404         {
4405                 // blend on at multiple vertical offsets to achieve a vertical blur
4406                 // TODO: do offset blends using GLSL
4407                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4408                 GL_BlendFunc(GL_ONE, GL_ZERO);
4409                 for (x = -range;x <= range;x++)
4410                 {
4411                         if (!dir){xoffset = 0;yoffset = x;}
4412                         else {xoffset = x;yoffset = 0;}
4413                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4414                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4415                         // compute a texcoord array with the specified x and y offset
4416                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4417                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4418                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4419                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4420                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4421                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4422                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4423                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4424                         // this r value looks like a 'dot' particle, fading sharply to
4425                         // black at the edges
4426                         // (probably not realistic but looks good enough)
4427                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4428                         //r = brighten/(range*2+1);
4429                         r = brighten / (range * 2 + 1);
4430                         if(range >= 1)
4431                                 r *= (1 - x*x/(float)(range*range));
4432                         GL_Color(r, r, r, 1);
4433                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4434                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4435                         GL_BlendFunc(GL_ONE, GL_ONE);
4436                 }
4437
4438                 // copy the vertically blurred bloom view to a texture
4439                 GL_ActiveTexture(0);
4440                 CHECKGLERROR
4441                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4442                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4443         }
4444
4445         // apply subtract last
4446         // (just like it would be in a GLSL shader)
4447         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4448         {
4449                 GL_BlendFunc(GL_ONE, GL_ZERO);
4450                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4451                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4452                 GL_Color(1, 1, 1, 1);
4453                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4454                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4455
4456                 GL_BlendFunc(GL_ONE, GL_ONE);
4457                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4458                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4459                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4460                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4461                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4462                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4463                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4464
4465                 // copy the darkened bloom view to a texture
4466                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4467                 GL_ActiveTexture(0);
4468                 CHECKGLERROR
4469                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4470                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4471         }
4472 }
4473
4474 void R_HDR_RenderBloomTexture(void)
4475 {
4476         int oldwidth, oldheight;
4477         float oldcolorscale;
4478
4479         oldcolorscale = r_refdef.view.colorscale;
4480         oldwidth = r_refdef.view.width;
4481         oldheight = r_refdef.view.height;
4482         r_refdef.view.width = r_bloomstate.bloomwidth;
4483         r_refdef.view.height = r_bloomstate.bloomheight;
4484
4485         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4486         // TODO: add exposure compensation features
4487         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4488
4489         r_refdef.view.showdebug = false;
4490         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4491
4492         R_ResetViewRendering3D();
4493
4494         R_ClearScreen(r_refdef.fogenabled);
4495         if (r_timereport_active)
4496                 R_TimeReport("HDRclear");
4497
4498         R_View_Update();
4499         if (r_timereport_active)
4500                 R_TimeReport("visibility");
4501
4502         // only do secondary renders with HDR if r_hdr is 2 or higher
4503         r_waterstate.numwaterplanes = 0;
4504         if (r_waterstate.enabled && r_hdr.integer >= 2)
4505                 R_RenderWaterPlanes();
4506
4507         r_refdef.view.showdebug = true;
4508         R_RenderScene();
4509         r_waterstate.numwaterplanes = 0;
4510
4511         R_ResetViewRendering2D();
4512
4513         R_Bloom_CopyHDRTexture();
4514         R_Bloom_MakeTexture();
4515
4516         // restore the view settings
4517         r_refdef.view.width = oldwidth;
4518         r_refdef.view.height = oldheight;
4519         r_refdef.view.colorscale = oldcolorscale;
4520
4521         R_ResetViewRendering3D();
4522
4523         R_ClearScreen(r_refdef.fogenabled);
4524         if (r_timereport_active)
4525                 R_TimeReport("viewclear");
4526 }
4527
4528 static void R_BlendView(void)
4529 {
4530         if (r_bloomstate.texture_screen)
4531         {
4532                 // make sure the buffer is available
4533                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4534
4535                 R_ResetViewRendering2D();
4536                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4537                 R_Mesh_ColorPointer(NULL, 0, 0);
4538                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4539                 GL_ActiveTexture(0);CHECKGLERROR
4540
4541                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4542                 {  
4543                         // declare variables
4544                         float speed;
4545                         static float avgspeed;
4546
4547                         speed = VectorLength(cl.movement_velocity);
4548
4549                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4550                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4551
4552                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4553                         speed = bound(0, speed, 1);
4554                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4555
4556                         // calculate values into a standard alpha
4557                         cl.motionbluralpha = 1 - exp(-
4558                                         (
4559                                          (r_motionblur.value * speed / 80)
4560                                          +
4561                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4562                                         )
4563                                         /
4564                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4565                                    );
4566
4567                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4568                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4569                         // apply the blur
4570                         if (cl.motionbluralpha > 0)
4571                         {
4572                                 R_SetupGenericShader(true);
4573                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4574                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4575                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4576                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4577                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4578                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4579                         }
4580                 }
4581
4582                 // copy view into the screen texture
4583                 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
4584                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4585         }
4586
4587         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4588         {
4589                 unsigned int permutation =
4590                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4591                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4592                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4593                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4594                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4595
4596                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4597                 {
4598                         // render simple bloom effect
4599                         // copy the screen and shrink it and darken it for the bloom process
4600                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4601                         // make the bloom texture
4602                         R_Bloom_MakeTexture();
4603                 }
4604
4605                 R_ResetViewRendering2D();
4606                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4607                 R_Mesh_ColorPointer(NULL, 0, 0);
4608                 GL_Color(1, 1, 1, 1);
4609                 GL_BlendFunc(GL_ONE, GL_ZERO);
4610                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4611                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4612                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4613                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4614                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4615                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4616                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4617                 if (r_glsl_permutation->loc_TintColor >= 0)
4618                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4619                 if (r_glsl_permutation->loc_ClientTime >= 0)
4620                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4621                 if (r_glsl_permutation->loc_PixelSize >= 0)
4622                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4623                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4624                 {
4625                         float a=0, b=0, c=0, d=0;
4626 #if _MSC_VER >= 1400
4627 #define sscanf sscanf_s
4628 #endif
4629                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4630                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4631                 }
4632                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4633                 {
4634                         float a=0, b=0, c=0, d=0;
4635                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4636                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4637                 }
4638                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4639                 {
4640                         float a=0, b=0, c=0, d=0;
4641                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4642                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4643                 }
4644                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4645                 {
4646                         float a=0, b=0, c=0, d=0;
4647                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4648                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4649                 }
4650                 if (r_glsl_permutation->loc_Saturation >= 0)
4651                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4652                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4653                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4654                 return;
4655         }
4656
4657
4658
4659         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4660         {
4661                 // render high dynamic range bloom effect
4662                 // the bloom texture was made earlier this render, so we just need to
4663                 // blend it onto the screen...
4664                 R_ResetViewRendering2D();
4665                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4666                 R_Mesh_ColorPointer(NULL, 0, 0);
4667                 R_SetupGenericShader(true);
4668                 GL_Color(1, 1, 1, 1);
4669                 GL_BlendFunc(GL_ONE, GL_ONE);
4670                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4671                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4672                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4673                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4674         }
4675         else if (r_bloomstate.texture_bloom)
4676         {
4677                 // render simple bloom effect
4678                 // copy the screen and shrink it and darken it for the bloom process
4679                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4680                 // make the bloom texture
4681                 R_Bloom_MakeTexture();
4682                 // put the original screen image back in place and blend the bloom
4683                 // texture on it
4684                 R_ResetViewRendering2D();
4685                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4686                 R_Mesh_ColorPointer(NULL, 0, 0);
4687                 GL_Color(1, 1, 1, 1);
4688                 GL_BlendFunc(GL_ONE, GL_ZERO);
4689                 // do both in one pass if possible
4690                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4691                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4692                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4693                 {
4694                         R_SetupGenericTwoTextureShader(GL_ADD);
4695                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4696                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4697                 }
4698                 else
4699                 {
4700                         R_SetupGenericShader(true);
4701                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4702                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4703                         // now blend on the bloom texture
4704                         GL_BlendFunc(GL_ONE, GL_ONE);
4705                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4706                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4707                 }
4708                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4709                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4710         }
4711         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4712         {
4713                 // apply a color tint to the whole view
4714                 R_ResetViewRendering2D();
4715                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4716                 R_Mesh_ColorPointer(NULL, 0, 0);
4717                 R_SetupGenericShader(false);
4718                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4719                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4720                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4721         }
4722 }
4723
4724 matrix4x4_t r_waterscrollmatrix;
4725
4726 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4727 {
4728         if (r_refdef.fog_density)
4729         {
4730                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4731                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4732                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4733
4734                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4735                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4736                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4737                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4738
4739                 {
4740                         vec3_t fogvec;
4741                         VectorCopy(r_refdef.fogcolor, fogvec);
4742                         //   color.rgb *= ContrastBoost * SceneBrightness;
4743                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4744                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4745                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4746                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4747                 }
4748         }
4749 }
4750
4751 void R_UpdateVariables(void)
4752 {
4753         R_Textures_Frame();
4754
4755         r_refdef.scene.ambient = r_ambient.value;
4756
4757         r_refdef.farclip = r_farclip_base.value;
4758         if (r_refdef.scene.worldmodel)
4759                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4760         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4761
4762         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4763                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4764         r_refdef.polygonfactor = 0;
4765         r_refdef.polygonoffset = 0;
4766         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4767         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4768
4769         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4770         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4771         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4772         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4773         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4774         if (r_showsurfaces.integer)
4775         {
4776                 r_refdef.scene.rtworld = false;
4777                 r_refdef.scene.rtworldshadows = false;
4778                 r_refdef.scene.rtdlight = false;
4779                 r_refdef.scene.rtdlightshadows = false;
4780                 r_refdef.lightmapintensity = 0;
4781         }
4782
4783         if (gamemode == GAME_NEHAHRA)
4784         {
4785                 if (gl_fogenable.integer)
4786                 {
4787                         r_refdef.oldgl_fogenable = true;
4788                         r_refdef.fog_density = gl_fogdensity.value;
4789                         r_refdef.fog_red = gl_fogred.value;
4790                         r_refdef.fog_green = gl_foggreen.value;
4791                         r_refdef.fog_blue = gl_fogblue.value;
4792                         r_refdef.fog_alpha = 1;
4793                         r_refdef.fog_start = 0;
4794                         r_refdef.fog_end = gl_skyclip.value;
4795                         r_refdef.fog_height = 1<<30;
4796                         r_refdef.fog_fadedepth = 128;
4797                 }
4798                 else if (r_refdef.oldgl_fogenable)
4799                 {
4800                         r_refdef.oldgl_fogenable = false;
4801                         r_refdef.fog_density = 0;
4802                         r_refdef.fog_red = 0;
4803                         r_refdef.fog_green = 0;
4804                         r_refdef.fog_blue = 0;
4805                         r_refdef.fog_alpha = 0;
4806                         r_refdef.fog_start = 0;
4807                         r_refdef.fog_end = 0;
4808                         r_refdef.fog_height = 1<<30;
4809                         r_refdef.fog_fadedepth = 128;
4810                 }
4811         }
4812
4813         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4814         r_refdef.fog_start = max(0, r_refdef.fog_start);
4815         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4816
4817         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4818
4819         if (r_refdef.fog_density && r_drawfog.integer)
4820         {
4821                 r_refdef.fogenabled = true;
4822                 // this is the point where the fog reaches 0.9986 alpha, which we
4823                 // consider a good enough cutoff point for the texture
4824                 // (0.9986 * 256 == 255.6)
4825                 if (r_fog_exp2.integer)
4826                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4827                 else
4828                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4829                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4830                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4831                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4832                 // fog color was already set
4833                 // update the fog texture
4834                 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)
4835                         R_BuildFogTexture();
4836         }
4837         else
4838                 r_refdef.fogenabled = false;
4839
4840         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4841         {
4842                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4843                 {
4844                         // build GLSL gamma texture
4845 #define RAMPWIDTH 256
4846                         unsigned short ramp[RAMPWIDTH * 3];
4847                         unsigned char rampbgr[RAMPWIDTH][4];
4848                         int i;
4849
4850                         r_texture_gammaramps_serial = vid_gammatables_serial;
4851
4852                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4853                         for(i = 0; i < RAMPWIDTH; ++i)
4854                         {
4855                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4856                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4857                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4858                                 rampbgr[i][3] = 0;
4859                         }
4860                         if (r_texture_gammaramps)
4861                         {
4862                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4863                         }
4864                         else
4865                         {
4866                                 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);
4867                         }
4868                 }
4869         }
4870         else
4871         {
4872                 // remove GLSL gamma texture
4873         }
4874 }
4875
4876 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4877 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4878 /*
4879 ================
4880 R_SelectScene
4881 ================
4882 */
4883 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4884         if( scenetype != r_currentscenetype ) {
4885                 // store the old scenetype
4886                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4887                 r_currentscenetype = scenetype;
4888                 // move in the new scene
4889                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4890         }
4891 }
4892
4893 /*
4894 ================
4895 R_GetScenePointer
4896 ================
4897 */
4898 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4899 {
4900         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4901         if( scenetype == r_currentscenetype ) {
4902                 return &r_refdef.scene;
4903         } else {
4904                 return &r_scenes_store[ scenetype ];
4905         }
4906 }
4907
4908 /*
4909 ================
4910 R_RenderView
4911 ================
4912 */
4913 void R_RenderView(void)
4914 {
4915         if (r_timereport_active)
4916                 R_TimeReport("start");
4917         r_frame++; // used only by R_GetCurrentTexture
4918         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4919
4920         R_AnimCache_NewFrame();
4921
4922         if (r_refdef.view.isoverlay)
4923         {
4924                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4925                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4926                 R_TimeReport("depthclear");
4927
4928                 r_refdef.view.showdebug = false;
4929
4930                 r_waterstate.enabled = false;
4931                 r_waterstate.numwaterplanes = 0;
4932
4933                 R_RenderScene();
4934
4935                 CHECKGLERROR
4936                 return;
4937         }
4938
4939         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4940                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4941
4942         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4943
4944         // break apart the view matrix into vectors for various purposes
4945         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4946         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4947         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4948         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4949         // make an inverted copy of the view matrix for tracking sprites
4950         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4951
4952         R_Shadow_UpdateWorldLightSelection();
4953
4954         R_Bloom_StartFrame();
4955         R_Water_StartFrame();
4956
4957         CHECKGLERROR
4958         if (r_timereport_active)
4959                 R_TimeReport("viewsetup");
4960
4961         R_ResetViewRendering3D();
4962
4963         if (r_refdef.view.clear || r_refdef.fogenabled)
4964         {
4965                 R_ClearScreen(r_refdef.fogenabled);
4966                 if (r_timereport_active)
4967                         R_TimeReport("viewclear");
4968         }
4969         r_refdef.view.clear = true;
4970
4971         // this produces a bloom texture to be used in R_BlendView() later
4972         if (r_hdr.integer)
4973                 R_HDR_RenderBloomTexture();
4974
4975         r_refdef.view.showdebug = true;
4976
4977         R_View_Update();
4978         if (r_timereport_active)
4979                 R_TimeReport("visibility");
4980
4981         r_waterstate.numwaterplanes = 0;
4982         if (r_waterstate.enabled)
4983                 R_RenderWaterPlanes();
4984
4985         R_RenderScene();
4986         r_waterstate.numwaterplanes = 0;
4987
4988         R_BlendView();
4989         if (r_timereport_active)
4990                 R_TimeReport("blendview");
4991
4992         GL_Scissor(0, 0, vid.width, vid.height);
4993         GL_ScissorTest(false);
4994         CHECKGLERROR
4995 }
4996
4997 void R_RenderWaterPlanes(void)
4998 {
4999         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5000         {
5001                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5002                 if (r_timereport_active)
5003                         R_TimeReport("waterworld");
5004         }
5005
5006         // don't let sound skip if going slow
5007         if (r_refdef.scene.extraupdate)
5008                 S_ExtraUpdate ();
5009
5010         R_DrawModelsAddWaterPlanes();
5011         if (r_timereport_active)
5012                 R_TimeReport("watermodels");
5013
5014         if (r_waterstate.numwaterplanes)
5015         {
5016                 R_Water_ProcessPlanes();
5017                 if (r_timereport_active)
5018                         R_TimeReport("waterscenes");
5019         }
5020 }
5021
5022 extern void R_DrawLightningBeams (void);
5023 extern void VM_CL_AddPolygonsToMeshQueue (void);
5024 extern void R_DrawPortals (void);
5025 extern cvar_t cl_locs_show;
5026 static void R_DrawLocs(void);
5027 static void R_DrawEntityBBoxes(void);
5028 extern cvar_t cl_decals_newsystem;
5029 void R_RenderScene(void)
5030 {
5031         r_refdef.stats.renders++;
5032
5033         R_UpdateFogColor();
5034
5035         // don't let sound skip if going slow
5036         if (r_refdef.scene.extraupdate)
5037                 S_ExtraUpdate ();
5038
5039         R_MeshQueue_BeginScene();
5040
5041         R_SkyStartFrame();
5042
5043         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);
5044
5045         if (cl.csqc_vidvars.drawworld)
5046         {
5047                 // don't let sound skip if going slow
5048                 if (r_refdef.scene.extraupdate)
5049                         S_ExtraUpdate ();
5050
5051                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5052                 {
5053                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5054                         if (r_timereport_active)
5055                                 R_TimeReport("worldsky");
5056                 }
5057
5058                 if (R_DrawBrushModelsSky() && r_timereport_active)
5059                         R_TimeReport("bmodelsky");
5060
5061                 if (skyrendermasked && skyrenderlater)
5062                 {
5063                         // we have to force off the water clipping plane while rendering sky
5064                         R_SetupView(false);
5065                         R_Sky();
5066                         R_SetupView(true);
5067                 }
5068         }
5069
5070         R_AnimCache_CacheVisibleEntities();
5071
5072         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5073         {
5074                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5075                 if (r_timereport_active)
5076                         R_TimeReport("worlddepth");
5077         }
5078         if (r_depthfirst.integer >= 2)
5079         {
5080                 R_DrawModelsDepth();
5081                 if (r_timereport_active)
5082                         R_TimeReport("modeldepth");
5083         }
5084
5085         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5086         {
5087                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5088                 if (r_timereport_active)
5089                         R_TimeReport("world");
5090         }
5091
5092         // don't let sound skip if going slow
5093         if (r_refdef.scene.extraupdate)
5094                 S_ExtraUpdate ();
5095
5096         R_DrawModels();
5097         if (r_timereport_active)
5098                 R_TimeReport("models");
5099
5100         // don't let sound skip if going slow
5101         if (r_refdef.scene.extraupdate)
5102                 S_ExtraUpdate ();
5103
5104         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5105         {
5106                 R_DrawModelShadows();
5107                 R_ResetViewRendering3D();
5108                 // don't let sound skip if going slow
5109                 if (r_refdef.scene.extraupdate)
5110                         S_ExtraUpdate ();
5111         }
5112
5113         R_ShadowVolumeLighting(false);
5114         if (r_timereport_active)
5115                 R_TimeReport("rtlights");
5116
5117         // don't let sound skip if going slow
5118         if (r_refdef.scene.extraupdate)
5119                 S_ExtraUpdate ();
5120
5121         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5122         {
5123                 R_DrawModelShadows();
5124                 R_ResetViewRendering3D();
5125                 // don't let sound skip if going slow
5126                 if (r_refdef.scene.extraupdate)
5127                         S_ExtraUpdate ();
5128         }
5129
5130         if (cl.csqc_vidvars.drawworld)
5131         {
5132                 if (cl_decals_newsystem.integer)
5133                 {
5134                         R_DrawModelDecals();
5135                         if (r_timereport_active)
5136                                 R_TimeReport("modeldecals");
5137                 }
5138                 else
5139                 {
5140                         R_DrawDecals();
5141                         if (r_timereport_active)
5142                                 R_TimeReport("decals");
5143                 }
5144
5145                 R_DrawParticles();
5146                 if (r_timereport_active)
5147                         R_TimeReport("particles");
5148
5149                 R_DrawExplosions();
5150                 if (r_timereport_active)
5151                         R_TimeReport("explosions");
5152
5153                 R_DrawLightningBeams();
5154                 if (r_timereport_active)
5155                         R_TimeReport("lightning");
5156         }
5157
5158         R_SetupGenericShader(true);
5159         VM_CL_AddPolygonsToMeshQueue();
5160
5161         if (r_refdef.view.showdebug)
5162         {
5163                 if (cl_locs_show.integer)
5164                 {
5165                         R_DrawLocs();
5166                         if (r_timereport_active)
5167                                 R_TimeReport("showlocs");
5168                 }
5169
5170                 if (r_drawportals.integer)
5171                 {
5172                         R_DrawPortals();
5173                         if (r_timereport_active)
5174                                 R_TimeReport("portals");
5175                 }
5176
5177                 if (r_showbboxes.value > 0)
5178                 {
5179                         R_DrawEntityBBoxes();
5180                         if (r_timereport_active)
5181                                 R_TimeReport("bboxes");
5182                 }
5183         }
5184
5185         R_SetupGenericShader(true);
5186         R_MeshQueue_RenderTransparent();
5187         if (r_timereport_active)
5188                 R_TimeReport("drawtrans");
5189
5190         R_SetupGenericShader(true);
5191
5192         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))
5193         {
5194                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5195                 if (r_timereport_active)
5196                         R_TimeReport("worlddebug");
5197                 R_DrawModelsDebug();
5198                 if (r_timereport_active)
5199                         R_TimeReport("modeldebug");
5200         }
5201
5202         R_SetupGenericShader(true);
5203
5204         if (cl.csqc_vidvars.drawworld)
5205         {
5206                 R_DrawCoronas();
5207                 if (r_timereport_active)
5208                         R_TimeReport("coronas");
5209         }
5210
5211         // don't let sound skip if going slow
5212         if (r_refdef.scene.extraupdate)
5213                 S_ExtraUpdate ();
5214
5215         R_ResetViewRendering2D();
5216 }
5217
5218 static const unsigned short bboxelements[36] =
5219 {
5220         5, 1, 3, 5, 3, 7,
5221         6, 2, 0, 6, 0, 4,
5222         7, 3, 2, 7, 2, 6,
5223         4, 0, 1, 4, 1, 5,
5224         4, 5, 7, 4, 7, 6,
5225         1, 0, 2, 1, 2, 3,
5226 };
5227
5228 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5229 {
5230         int i;
5231         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5232
5233         RSurf_ActiveWorldEntity();
5234
5235         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5236         GL_DepthMask(false);
5237         GL_DepthRange(0, 1);
5238         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5239         R_Mesh_ResetTextureState();
5240
5241         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5242         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5243         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5244         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5245         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5246         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5247         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5248         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5249         R_FillColors(color4f, 8, cr, cg, cb, ca);
5250         if (r_refdef.fogenabled)
5251         {
5252                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5253                 {
5254                         f1 = RSurf_FogVertex(v);
5255                         f2 = 1 - f1;
5256                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5257                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5258                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5259                 }
5260         }
5261         R_Mesh_VertexPointer(vertex3f, 0, 0);
5262         R_Mesh_ColorPointer(color4f, 0, 0);
5263         R_Mesh_ResetTextureState();
5264         R_SetupGenericShader(false);
5265         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5266 }
5267
5268 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5269 {
5270         int i;
5271         float color[4];
5272         prvm_edict_t *edict;
5273         prvm_prog_t *prog_save = prog;
5274
5275         // this function draws bounding boxes of server entities
5276         if (!sv.active)
5277                 return;
5278
5279         GL_CullFace(GL_NONE);
5280         R_SetupGenericShader(false);
5281
5282         prog = 0;
5283         SV_VM_Begin();
5284         for (i = 0;i < numsurfaces;i++)
5285         {
5286                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5287                 switch ((int)edict->fields.server->solid)
5288                 {
5289                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5290                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5291                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5292                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5293                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5294                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5295                 }
5296                 color[3] *= r_showbboxes.value;
5297                 color[3] = bound(0, color[3], 1);
5298                 GL_DepthTest(!r_showdisabledepthtest.integer);
5299                 GL_CullFace(r_refdef.view.cullface_front);
5300                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5301         }
5302         SV_VM_End();
5303         prog = prog_save;
5304 }
5305
5306 static void R_DrawEntityBBoxes(void)
5307 {
5308         int i;
5309         prvm_edict_t *edict;
5310         vec3_t center;
5311         prvm_prog_t *prog_save = prog;
5312
5313         // this function draws bounding boxes of server entities
5314         if (!sv.active)
5315                 return;
5316
5317         prog = 0;
5318         SV_VM_Begin();
5319         for (i = 0;i < prog->num_edicts;i++)
5320         {
5321                 edict = PRVM_EDICT_NUM(i);
5322                 if (edict->priv.server->free)
5323                         continue;
5324                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5325                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5326                         continue;
5327                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5328                         continue;
5329                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5330                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5331         }
5332         SV_VM_End();
5333         prog = prog_save;
5334 }
5335
5336 static const int nomodelelement3i[24] =
5337 {
5338         5, 2, 0,
5339         5, 1, 2,
5340         5, 0, 3,
5341         5, 3, 1,
5342         0, 2, 4,
5343         2, 1, 4,
5344         3, 0, 4,
5345         1, 3, 4
5346 };
5347
5348 static const unsigned short nomodelelement3s[24] =
5349 {
5350         5, 2, 0,
5351         5, 1, 2,
5352         5, 0, 3,
5353         5, 3, 1,
5354         0, 2, 4,
5355         2, 1, 4,
5356         3, 0, 4,
5357         1, 3, 4
5358 };
5359
5360 static const float nomodelvertex3f[6*3] =
5361 {
5362         -16,   0,   0,
5363          16,   0,   0,
5364           0, -16,   0,
5365           0,  16,   0,
5366           0,   0, -16,
5367           0,   0,  16
5368 };
5369
5370 static const float nomodelcolor4f[6*4] =
5371 {
5372         0.0f, 0.0f, 0.5f, 1.0f,
5373         0.0f, 0.0f, 0.5f, 1.0f,
5374         0.0f, 0.5f, 0.0f, 1.0f,
5375         0.0f, 0.5f, 0.0f, 1.0f,
5376         0.5f, 0.0f, 0.0f, 1.0f,
5377         0.5f, 0.0f, 0.0f, 1.0f
5378 };
5379
5380 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5381 {
5382         int i;
5383         float f1, f2, *c;
5384         float color4f[6*4];
5385
5386         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);
5387
5388         // this is only called once per entity so numsurfaces is always 1, and
5389         // surfacelist is always {0}, so this code does not handle batches
5390
5391         if (rsurface.ent_flags & RENDER_ADDITIVE)
5392         {
5393                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5394                 GL_DepthMask(false);
5395         }
5396         else if (rsurface.ent_color[3] < 1)
5397         {
5398                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5399                 GL_DepthMask(false);
5400         }
5401         else
5402         {
5403                 GL_BlendFunc(GL_ONE, GL_ZERO);
5404                 GL_DepthMask(true);
5405         }
5406         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5407         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5408         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5409         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5410         R_SetupGenericShader(false);
5411         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5412         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5413         R_Mesh_ColorPointer(color4f, 0, 0);
5414         for (i = 0, c = color4f;i < 6;i++, c += 4)
5415         {
5416                 c[0] *= rsurface.ent_color[0];
5417                 c[1] *= rsurface.ent_color[1];
5418                 c[2] *= rsurface.ent_color[2];
5419                 c[3] *= rsurface.ent_color[3];
5420         }
5421         if (r_refdef.fogenabled)
5422         {
5423                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5424                 {
5425                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5426                         f2 = 1 - f1;
5427                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5428                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5429                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5430                 }
5431         }
5432         R_Mesh_ResetTextureState();
5433         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5434 }
5435
5436 void R_DrawNoModel(entity_render_t *ent)
5437 {
5438         vec3_t org;
5439         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5440         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5441                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5442         else
5443                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5444 }
5445
5446 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5447 {
5448         vec3_t right1, right2, diff, normal;
5449
5450         VectorSubtract (org2, org1, normal);
5451
5452         // calculate 'right' vector for start
5453         VectorSubtract (r_refdef.view.origin, org1, diff);
5454         CrossProduct (normal, diff, right1);
5455         VectorNormalize (right1);
5456
5457         // calculate 'right' vector for end
5458         VectorSubtract (r_refdef.view.origin, org2, diff);
5459         CrossProduct (normal, diff, right2);
5460         VectorNormalize (right2);
5461
5462         vert[ 0] = org1[0] + width * right1[0];
5463         vert[ 1] = org1[1] + width * right1[1];
5464         vert[ 2] = org1[2] + width * right1[2];
5465         vert[ 3] = org1[0] - width * right1[0];
5466         vert[ 4] = org1[1] - width * right1[1];
5467         vert[ 5] = org1[2] - width * right1[2];
5468         vert[ 6] = org2[0] - width * right2[0];
5469         vert[ 7] = org2[1] - width * right2[1];
5470         vert[ 8] = org2[2] - width * right2[2];
5471         vert[ 9] = org2[0] + width * right2[0];
5472         vert[10] = org2[1] + width * right2[1];
5473         vert[11] = org2[2] + width * right2[2];
5474 }
5475
5476 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)
5477 {
5478         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5479         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5480         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5481         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5482         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5483         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5484         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5485         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5486         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5487         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5488         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5489         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5490 }
5491
5492 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5493 {
5494         int i;
5495         float *vertex3f;
5496         float v[3];
5497         VectorSet(v, x, y, z);
5498         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5499                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5500                         break;
5501         if (i == mesh->numvertices)
5502         {
5503                 if (mesh->numvertices < mesh->maxvertices)
5504                 {
5505                         VectorCopy(v, vertex3f);
5506                         mesh->numvertices++;
5507                 }
5508                 return mesh->numvertices;
5509         }
5510         else
5511                 return i;
5512 }
5513
5514 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5515 {
5516         int i;
5517         int *e, element[3];
5518         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5519         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5520         e = mesh->element3i + mesh->numtriangles * 3;
5521         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5522         {
5523                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5524                 if (mesh->numtriangles < mesh->maxtriangles)
5525                 {
5526                         *e++ = element[0];
5527                         *e++ = element[1];
5528                         *e++ = element[2];
5529                         mesh->numtriangles++;
5530                 }
5531                 element[1] = element[2];
5532         }
5533 }
5534
5535 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5536 {
5537         int i;
5538         int *e, element[3];
5539         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5540         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5541         e = mesh->element3i + mesh->numtriangles * 3;
5542         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5543         {
5544                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5545                 if (mesh->numtriangles < mesh->maxtriangles)
5546                 {
5547                         *e++ = element[0];
5548                         *e++ = element[1];
5549                         *e++ = element[2];
5550                         mesh->numtriangles++;
5551                 }
5552                 element[1] = element[2];
5553         }
5554 }
5555
5556 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5557 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5558 {
5559         int planenum, planenum2;
5560         int w;
5561         int tempnumpoints;
5562         mplane_t *plane, *plane2;
5563         double maxdist;
5564         double temppoints[2][256*3];
5565         // figure out how large a bounding box we need to properly compute this brush
5566         maxdist = 0;
5567         for (w = 0;w < numplanes;w++)
5568                 maxdist = max(maxdist, fabs(planes[w].dist));
5569         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5570         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5571         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5572         {
5573                 w = 0;
5574                 tempnumpoints = 4;
5575                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5576                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5577                 {
5578                         if (planenum2 == planenum)
5579                                 continue;
5580                         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);
5581                         w = !w;
5582                 }
5583                 if (tempnumpoints < 3)
5584                         continue;
5585                 // generate elements forming a triangle fan for this polygon
5586                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5587         }
5588 }
5589
5590 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)
5591 {
5592         texturelayer_t *layer;
5593         layer = t->currentlayers + t->currentnumlayers++;
5594         layer->type = type;
5595         layer->depthmask = depthmask;
5596         layer->blendfunc1 = blendfunc1;
5597         layer->blendfunc2 = blendfunc2;
5598         layer->texture = texture;
5599         layer->texmatrix = *matrix;
5600         layer->color[0] = r * r_refdef.view.colorscale;
5601         layer->color[1] = g * r_refdef.view.colorscale;
5602         layer->color[2] = b * r_refdef.view.colorscale;
5603         layer->color[3] = a;
5604 }
5605
5606 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5607 {
5608         double index, f;
5609         index = parms[2] + r_refdef.scene.time * parms[3];
5610         index -= floor(index);
5611         switch (func)
5612         {
5613         default:
5614         case Q3WAVEFUNC_NONE:
5615         case Q3WAVEFUNC_NOISE:
5616         case Q3WAVEFUNC_COUNT:
5617                 f = 0;
5618                 break;
5619         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5620         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5621         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5622         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5623         case Q3WAVEFUNC_TRIANGLE:
5624                 index *= 4;
5625                 f = index - floor(index);
5626                 if (index < 1)
5627                         f = f;
5628                 else if (index < 2)
5629                         f = 1 - f;
5630                 else if (index < 3)
5631                         f = -f;
5632                 else
5633                         f = -(1 - f);
5634                 break;
5635         }
5636         return (float)(parms[0] + parms[1] * f);
5637 }
5638
5639 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5640 {
5641         int w, h, idx;
5642         float f;
5643         float tcmat[12];
5644         matrix4x4_t matrix, temp;
5645         switch(tcmod->tcmod)
5646         {
5647                 case Q3TCMOD_COUNT:
5648                 case Q3TCMOD_NONE:
5649                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5650                                 matrix = r_waterscrollmatrix;
5651                         else
5652                                 matrix = identitymatrix;
5653                         break;
5654                 case Q3TCMOD_ENTITYTRANSLATE:
5655                         // this is used in Q3 to allow the gamecode to control texcoord
5656                         // scrolling on the entity, which is not supported in darkplaces yet.
5657                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5658                         break;
5659                 case Q3TCMOD_ROTATE:
5660                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5661                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5662                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5663                         break;
5664                 case Q3TCMOD_SCALE:
5665                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5666                         break;
5667                 case Q3TCMOD_SCROLL:
5668                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5669                         break;
5670                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5671                         w = (int) tcmod->parms[0];
5672                         h = (int) tcmod->parms[1];
5673                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5674                         f = f - floor(f);
5675                         idx = (int) floor(f * w * h);
5676                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5677                         break;
5678                 case Q3TCMOD_STRETCH:
5679                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5680                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5681                         break;
5682                 case Q3TCMOD_TRANSFORM:
5683                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5684                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5685                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5686                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5687                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5688                         break;
5689                 case Q3TCMOD_TURBULENT:
5690                         // this is handled in the RSurf_PrepareVertices function
5691                         matrix = identitymatrix;
5692                         break;
5693         }
5694         temp = *texmatrix;
5695         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5696 }
5697
5698 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5699 {
5700         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5701         char name[MAX_QPATH];
5702         skinframe_t *skinframe;
5703         unsigned char pixels[296*194];
5704         strlcpy(cache->name, skinname, sizeof(cache->name));
5705         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5706         if (developer_loading.integer)
5707                 Con_Printf("loading %s\n", name);
5708         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5709         if (!skinframe || !skinframe->base)
5710         {
5711                 unsigned char *f;
5712                 fs_offset_t filesize;
5713                 skinframe = NULL;
5714                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5715                 if (f)
5716                 {
5717                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5718                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5719                         Mem_Free(f);
5720                 }
5721         }
5722         cache->skinframe = skinframe;
5723 }
5724
5725 texture_t *R_GetCurrentTexture(texture_t *t)
5726 {
5727         int i;
5728         const entity_render_t *ent = rsurface.entity;
5729         dp_model_t *model = ent->model;
5730         q3shaderinfo_layer_tcmod_t *tcmod;
5731
5732         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5733                 return t->currentframe;
5734         t->update_lastrenderframe = r_frame;
5735         t->update_lastrenderentity = (void *)ent;
5736
5737         // switch to an alternate material if this is a q1bsp animated material
5738         {
5739                 texture_t *texture = t;
5740                 int s = rsurface.ent_skinnum;
5741                 if ((unsigned int)s >= (unsigned int)model->numskins)
5742                         s = 0;
5743                 if (model->skinscenes)
5744                 {
5745                         if (model->skinscenes[s].framecount > 1)
5746                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5747                         else
5748                                 s = model->skinscenes[s].firstframe;
5749                 }
5750                 if (s > 0)
5751                         t = t + s * model->num_surfaces;
5752                 if (t->animated)
5753                 {
5754                         // use an alternate animation if the entity's frame is not 0,
5755                         // and only if the texture has an alternate animation
5756                         if (rsurface.ent_alttextures && t->anim_total[1])
5757                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5758                         else
5759                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5760                 }
5761                 texture->currentframe = t;
5762         }
5763
5764         // update currentskinframe to be a qw skin or animation frame
5765         if (rsurface.ent_qwskin >= 0)
5766         {
5767                 i = rsurface.ent_qwskin;
5768                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5769                 {
5770                         r_qwskincache_size = cl.maxclients;
5771                         if (r_qwskincache)
5772                                 Mem_Free(r_qwskincache);
5773                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5774                 }
5775                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5776                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5777                 t->currentskinframe = r_qwskincache[i].skinframe;
5778                 if (t->currentskinframe == NULL)
5779                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5780         }
5781         else if (t->numskinframes >= 2)
5782                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5783         if (t->backgroundnumskinframes >= 2)
5784                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5785
5786         t->currentmaterialflags = t->basematerialflags;
5787         t->currentalpha = rsurface.ent_color[3];
5788         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5789                 t->currentalpha *= r_wateralpha.value;
5790         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5791                 t->currentalpha *= t->r_water_wateralpha;
5792         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5793                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5794         if (!(rsurface.ent_flags & RENDER_LIGHT))
5795                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5796         else if (rsurface.modeltexcoordlightmap2f == NULL)
5797         {
5798                 // pick a model lighting mode
5799                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5800                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5801                 else
5802                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5803         }
5804         if (rsurface.ent_flags & RENDER_ADDITIVE)
5805                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5806         else if (t->currentalpha < 1)
5807                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5808         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5809                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5810         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5811                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5812         if (t->backgroundnumskinframes)
5813                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5814         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5815         {
5816                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5817                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5818         }
5819         else
5820                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5821
5822         // there is no tcmod
5823         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5824         {
5825                 t->currenttexmatrix = r_waterscrollmatrix;
5826                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5827         }
5828         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5829         {
5830                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5831                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5832         }
5833
5834         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5835                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5836         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5837                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5838
5839         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5840         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5841         t->glosstexture = r_texture_black;
5842         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5843         t->backgroundglosstexture = r_texture_black;
5844         t->specularpower = r_shadow_glossexponent.value;
5845         // TODO: store reference values for these in the texture?
5846         t->specularscale = 0;
5847         if (r_shadow_gloss.integer > 0)
5848         {
5849                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5850                 {
5851                         if (r_shadow_glossintensity.value > 0)
5852                         {
5853                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5854                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5855                                 t->specularscale = r_shadow_glossintensity.value;
5856                         }
5857                 }
5858                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5859                 {
5860                         t->glosstexture = r_texture_white;
5861                         t->backgroundglosstexture = r_texture_white;
5862                         t->specularscale = r_shadow_gloss2intensity.value;
5863                         t->specularpower = r_shadow_gloss2exponent.value;
5864                 }
5865         }
5866         t->specularscale *= t->specularscalemod;
5867         t->specularpower *= t->specularpowermod;
5868
5869         // lightmaps mode looks bad with dlights using actual texturing, so turn
5870         // off the colormap and glossmap, but leave the normalmap on as it still
5871         // accurately represents the shading involved
5872         if (gl_lightmaps.integer)
5873         {
5874                 t->basetexture = r_texture_grey128;
5875                 t->backgroundbasetexture = NULL;
5876                 t->specularscale = 0;
5877                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5878         }
5879
5880         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5881         VectorClear(t->dlightcolor);
5882         t->currentnumlayers = 0;
5883         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5884         {
5885                 int layerflags = 0;
5886                 int blendfunc1, blendfunc2;
5887                 qboolean depthmask;
5888                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5889                 {
5890                         blendfunc1 = GL_SRC_ALPHA;
5891                         blendfunc2 = GL_ONE;
5892                 }
5893                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5894                 {
5895                         blendfunc1 = GL_SRC_ALPHA;
5896                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5897                 }
5898                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5899                 {
5900                         blendfunc1 = t->customblendfunc[0];
5901                         blendfunc2 = t->customblendfunc[1];
5902                 }
5903                 else
5904                 {
5905                         blendfunc1 = GL_ONE;
5906                         blendfunc2 = GL_ZERO;
5907                 }
5908                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5909                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5910                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5911                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5912                 {
5913                         // fullbright is not affected by r_refdef.lightmapintensity
5914                         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]);
5915                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5916                                 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]);
5917                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5918                                 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]);
5919                 }
5920                 else
5921                 {
5922                         vec3_t ambientcolor;
5923                         float colorscale;
5924                         // set the color tint used for lights affecting this surface
5925                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5926                         colorscale = 2;
5927                         // q3bsp has no lightmap updates, so the lightstylevalue that
5928                         // would normally be baked into the lightmap must be
5929                         // applied to the color
5930                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5931                         if (model->type == mod_brushq3)
5932                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5933                         colorscale *= r_refdef.lightmapintensity;
5934                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5935                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5936                         // basic lit geometry
5937                         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]);
5938                         // add pants/shirt if needed
5939                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5940                                 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]);
5941                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5942                                 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]);
5943                         // now add ambient passes if needed
5944                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5945                         {
5946                                 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]);
5947                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5948                                         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]);
5949                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5950                                         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]);
5951                         }
5952                 }
5953                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5954                         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]);
5955                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5956                 {
5957                         // if this is opaque use alpha blend which will darken the earlier
5958                         // passes cheaply.
5959                         //
5960                         // if this is an alpha blended material, all the earlier passes
5961                         // were darkened by fog already, so we only need to add the fog
5962                         // color ontop through the fog mask texture
5963                         //
5964                         // if this is an additive blended material, all the earlier passes
5965                         // were darkened by fog already, and we should not add fog color
5966                         // (because the background was not darkened, there is no fog color
5967                         // that was lost behind it).
5968                         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]);
5969                 }
5970         }
5971
5972         return t->currentframe;
5973 }
5974
5975 rsurfacestate_t rsurface;
5976
5977 void R_Mesh_ResizeArrays(int newvertices)
5978 {
5979         float *base;
5980         if (rsurface.array_size >= newvertices)
5981                 return;
5982         if (rsurface.array_modelvertex3f)
5983                 Mem_Free(rsurface.array_modelvertex3f);
5984         rsurface.array_size = (newvertices + 1023) & ~1023;
5985         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5986         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5987         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5988         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5989         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5990         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5991         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5992         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5993         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5994         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5995         rsurface.array_color4f           = base + rsurface.array_size * 27;
5996         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5997 }
5998
5999 void RSurf_ActiveWorldEntity(void)
6000 {
6001         dp_model_t *model = r_refdef.scene.worldmodel;
6002         //if (rsurface.entity == r_refdef.scene.worldentity)
6003         //      return;
6004         rsurface.entity = r_refdef.scene.worldentity;
6005         rsurface.ent_skinnum = 0;
6006         rsurface.ent_qwskin = -1;
6007         rsurface.ent_shadertime = 0;
6008         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6009         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6010         if (rsurface.array_size < model->surfmesh.num_vertices)
6011                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6012         rsurface.matrix = identitymatrix;
6013         rsurface.inversematrix = identitymatrix;
6014         rsurface.matrixscale = 1;
6015         rsurface.inversematrixscale = 1;
6016         R_Mesh_Matrix(&identitymatrix);
6017         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6018         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6019         rsurface.fograngerecip = r_refdef.fograngerecip;
6020         rsurface.fogheightfade = r_refdef.fogheightfade;
6021         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6022         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6023         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6024         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6025         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6026         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6027         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6028         VectorSet(rsurface.glowmod, 1, 1, 1);
6029         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6030         rsurface.frameblend[0].lerp = 1;
6031         rsurface.ent_alttextures = false;
6032         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6033         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6034         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6035         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6036         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6037         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6038         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6039         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6040         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6041         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6042         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6043         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6044         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6045         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6046         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6047         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6048         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6049         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6050         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6051         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6052         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6053         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6054         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6055         rsurface.modelelement3i = model->surfmesh.data_element3i;
6056         rsurface.modelelement3s = model->surfmesh.data_element3s;
6057         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6058         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6059         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6060         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6061         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6062         rsurface.modelsurfaces = model->data_surfaces;
6063         rsurface.generatedvertex = false;
6064         rsurface.vertex3f  = rsurface.modelvertex3f;
6065         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6066         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6067         rsurface.svector3f = rsurface.modelsvector3f;
6068         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6069         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6070         rsurface.tvector3f = rsurface.modeltvector3f;
6071         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6072         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6073         rsurface.normal3f  = rsurface.modelnormal3f;
6074         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6075         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6076         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6077 }
6078
6079 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6080 {
6081         dp_model_t *model = ent->model;
6082         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6083         //      return;
6084         rsurface.entity = (entity_render_t *)ent;
6085         rsurface.ent_skinnum = ent->skinnum;
6086         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;
6087         rsurface.ent_shadertime = ent->shadertime;
6088         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6089         rsurface.ent_flags = ent->flags;
6090         if (rsurface.array_size < model->surfmesh.num_vertices)
6091                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6092         rsurface.matrix = ent->matrix;
6093         rsurface.inversematrix = ent->inversematrix;
6094         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6095         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6096         R_Mesh_Matrix(&rsurface.matrix);
6097         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6098         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6099         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6100         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6101         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6102         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6103         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6104         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6105         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6106         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6107         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6108         VectorCopy(ent->glowmod, rsurface.glowmod);
6109         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6110         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6111         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6112         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6113         if (ent->model->brush.submodel)
6114         {
6115                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6116                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6117         }
6118         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6119         {
6120                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6121                 {
6122                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6123                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6124                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6125                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6126                 }
6127                 else if (wanttangents)
6128                 {
6129                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6130                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6131                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6132                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6133                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6134                 }
6135                 else if (wantnormals)
6136                 {
6137                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6138                         rsurface.modelsvector3f = NULL;
6139                         rsurface.modeltvector3f = NULL;
6140                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6141                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6142                 }
6143                 else
6144                 {
6145                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6146                         rsurface.modelsvector3f = NULL;
6147                         rsurface.modeltvector3f = NULL;
6148                         rsurface.modelnormal3f = NULL;
6149                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6150                 }
6151                 rsurface.modelvertex3f_bufferobject = 0;
6152                 rsurface.modelvertex3f_bufferoffset = 0;
6153                 rsurface.modelsvector3f_bufferobject = 0;
6154                 rsurface.modelsvector3f_bufferoffset = 0;
6155                 rsurface.modeltvector3f_bufferobject = 0;
6156                 rsurface.modeltvector3f_bufferoffset = 0;
6157                 rsurface.modelnormal3f_bufferobject = 0;
6158                 rsurface.modelnormal3f_bufferoffset = 0;
6159                 rsurface.generatedvertex = true;
6160         }
6161         else
6162         {
6163                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6164                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6165                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6166                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6167                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6168                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6169                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6170                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6171                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6172                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6173                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6174                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6175                 rsurface.generatedvertex = false;
6176         }
6177         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6178         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6179         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6180         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6181         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6182         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6183         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6184         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6185         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6186         rsurface.modelelement3i = model->surfmesh.data_element3i;
6187         rsurface.modelelement3s = model->surfmesh.data_element3s;
6188         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6189         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6190         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6191         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6192         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6193         rsurface.modelsurfaces = model->data_surfaces;
6194         rsurface.vertex3f  = rsurface.modelvertex3f;
6195         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6196         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6197         rsurface.svector3f = rsurface.modelsvector3f;
6198         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6199         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6200         rsurface.tvector3f = rsurface.modeltvector3f;
6201         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6202         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6203         rsurface.normal3f  = rsurface.modelnormal3f;
6204         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6205         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6206         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6207 }
6208
6209 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)
6210 {
6211         rsurface.entity = r_refdef.scene.worldentity;
6212         rsurface.ent_skinnum = 0;
6213         rsurface.ent_qwskin = -1;
6214         rsurface.ent_shadertime = shadertime;
6215         Vector4Set(rsurface.ent_color, r, g, b, a);
6216         rsurface.ent_flags = entflags;
6217         rsurface.modelnum_vertices = numvertices;
6218         rsurface.modelnum_triangles = numtriangles;
6219         if (rsurface.array_size < rsurface.modelnum_vertices)
6220                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6221         rsurface.matrix = *matrix;
6222         rsurface.inversematrix = *inversematrix;
6223         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6224         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6225         R_Mesh_Matrix(&rsurface.matrix);
6226         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6227         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6228         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6229         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6230         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6231         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6232         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6233         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6234         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6235         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6236         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6237         VectorSet(rsurface.glowmod, 1, 1, 1);
6238         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6239         rsurface.frameblend[0].lerp = 1;
6240         rsurface.ent_alttextures = false;
6241         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6242         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6243         if (wanttangents)
6244         {
6245                 rsurface.modelvertex3f = vertex3f;
6246                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6247                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6248                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6249         }
6250         else if (wantnormals)
6251         {
6252                 rsurface.modelvertex3f = vertex3f;
6253                 rsurface.modelsvector3f = NULL;
6254                 rsurface.modeltvector3f = NULL;
6255                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6256         }
6257         else
6258         {
6259                 rsurface.modelvertex3f = vertex3f;
6260                 rsurface.modelsvector3f = NULL;
6261                 rsurface.modeltvector3f = NULL;
6262                 rsurface.modelnormal3f = NULL;
6263         }
6264         rsurface.modelvertex3f_bufferobject = 0;
6265         rsurface.modelvertex3f_bufferoffset = 0;
6266         rsurface.modelsvector3f_bufferobject = 0;
6267         rsurface.modelsvector3f_bufferoffset = 0;
6268         rsurface.modeltvector3f_bufferobject = 0;
6269         rsurface.modeltvector3f_bufferoffset = 0;
6270         rsurface.modelnormal3f_bufferobject = 0;
6271         rsurface.modelnormal3f_bufferoffset = 0;
6272         rsurface.generatedvertex = true;
6273         rsurface.modellightmapcolor4f  = color4f;
6274         rsurface.modellightmapcolor4f_bufferobject = 0;
6275         rsurface.modellightmapcolor4f_bufferoffset = 0;
6276         rsurface.modeltexcoordtexture2f  = texcoord2f;
6277         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6278         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6279         rsurface.modeltexcoordlightmap2f  = NULL;
6280         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6281         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6282         rsurface.modelelement3i = element3i;
6283         rsurface.modelelement3s = element3s;
6284         rsurface.modelelement3i_bufferobject = 0;
6285         rsurface.modelelement3s_bufferobject = 0;
6286         rsurface.modellightmapoffsets = NULL;
6287         rsurface.modelsurfaces = NULL;
6288         rsurface.vertex3f  = rsurface.modelvertex3f;
6289         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6290         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6291         rsurface.svector3f = rsurface.modelsvector3f;
6292         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6293         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6294         rsurface.tvector3f = rsurface.modeltvector3f;
6295         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6296         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6297         rsurface.normal3f  = rsurface.modelnormal3f;
6298         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6299         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6300         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6301
6302         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6303         {
6304                 if ((wantnormals || wanttangents) && !normal3f)
6305                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6306                 if (wanttangents && !svector3f)
6307                         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);
6308         }
6309 }
6310
6311 float RSurf_FogPoint(const float *v)
6312 {
6313         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6314         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6315         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6316         float FogHeightFade = r_refdef.fogheightfade;
6317         float fogfrac;
6318         unsigned int fogmasktableindex;
6319         if (r_refdef.fogplaneviewabove)
6320                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6321         else
6322                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6323         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6324         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6325 }
6326
6327 float RSurf_FogVertex(const float *v)
6328 {
6329         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6330         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6331         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6332         float FogHeightFade = rsurface.fogheightfade;
6333         float fogfrac;
6334         unsigned int fogmasktableindex;
6335         if (r_refdef.fogplaneviewabove)
6336                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6337         else
6338                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6339         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6340         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6341 }
6342
6343 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6344 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6345 {
6346         int deformindex;
6347         int texturesurfaceindex;
6348         int i, j;
6349         float amplitude;
6350         float animpos;
6351         float scale;
6352         const float *v1, *in_tc;
6353         float *out_tc;
6354         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6355         float waveparms[4];
6356         q3shaderinfo_deform_t *deform;
6357         // 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
6358         if (rsurface.generatedvertex)
6359         {
6360                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6361                         generatenormals = true;
6362                 for (i = 0;i < Q3MAXDEFORMS;i++)
6363                 {
6364                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6365                         {
6366                                 generatetangents = true;
6367                                 generatenormals = true;
6368                         }
6369                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6370                                 generatenormals = true;
6371                 }
6372                 if (generatenormals && !rsurface.modelnormal3f)
6373                 {
6374                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6375                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6376                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6377                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6378                 }
6379                 if (generatetangents && !rsurface.modelsvector3f)
6380                 {
6381                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6382                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6383                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6384                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6385                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6386                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6387                         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);
6388                 }
6389         }
6390         rsurface.vertex3f  = rsurface.modelvertex3f;
6391         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6392         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6393         rsurface.svector3f = rsurface.modelsvector3f;
6394         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6395         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6396         rsurface.tvector3f = rsurface.modeltvector3f;
6397         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6398         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6399         rsurface.normal3f  = rsurface.modelnormal3f;
6400         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6401         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6402         // if vertices are deformed (sprite flares and things in maps, possibly
6403         // water waves, bulges and other deformations), generate them into
6404         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6405         // (may be static model data or generated data for an animated model, or
6406         //  the previous deform pass)
6407         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6408         {
6409                 switch (deform->deform)
6410                 {
6411                 default:
6412                 case Q3DEFORM_PROJECTIONSHADOW:
6413                 case Q3DEFORM_TEXT0:
6414                 case Q3DEFORM_TEXT1:
6415                 case Q3DEFORM_TEXT2:
6416                 case Q3DEFORM_TEXT3:
6417                 case Q3DEFORM_TEXT4:
6418                 case Q3DEFORM_TEXT5:
6419                 case Q3DEFORM_TEXT6:
6420                 case Q3DEFORM_TEXT7:
6421                 case Q3DEFORM_NONE:
6422                         break;
6423                 case Q3DEFORM_AUTOSPRITE:
6424                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6425                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6426                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6427                         VectorNormalize(newforward);
6428                         VectorNormalize(newright);
6429                         VectorNormalize(newup);
6430                         // make deformed versions of only the model vertices used by the specified surfaces
6431                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6432                         {
6433                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6434                                 // a single autosprite surface can contain multiple sprites...
6435                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6436                                 {
6437                                         VectorClear(center);
6438                                         for (i = 0;i < 4;i++)
6439                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6440                                         VectorScale(center, 0.25f, center);
6441                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6442                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6443                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6444                                         for (i = 0;i < 4;i++)
6445                                         {
6446                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6447                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6448                                         }
6449                                 }
6450                                 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);
6451                                 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);
6452                         }
6453                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6454                         rsurface.vertex3f_bufferobject = 0;
6455                         rsurface.vertex3f_bufferoffset = 0;
6456                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6457                         rsurface.svector3f_bufferobject = 0;
6458                         rsurface.svector3f_bufferoffset = 0;
6459                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6460                         rsurface.tvector3f_bufferobject = 0;
6461                         rsurface.tvector3f_bufferoffset = 0;
6462                         rsurface.normal3f = rsurface.array_deformednormal3f;
6463                         rsurface.normal3f_bufferobject = 0;
6464                         rsurface.normal3f_bufferoffset = 0;
6465                         break;
6466                 case Q3DEFORM_AUTOSPRITE2:
6467                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6468                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6469                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6470                         VectorNormalize(newforward);
6471                         VectorNormalize(newright);
6472                         VectorNormalize(newup);
6473                         // make deformed versions of only the model vertices used by the specified surfaces
6474                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6475                         {
6476                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6477                                 const float *v1, *v2;
6478                                 vec3_t start, end;
6479                                 float f, l;
6480                                 struct
6481                                 {
6482                                         float length2;
6483                                         const float *v1;
6484                                         const float *v2;
6485                                 }
6486                                 shortest[2];
6487                                 memset(shortest, 0, sizeof(shortest));
6488                                 // a single autosprite surface can contain multiple sprites...
6489                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6490                                 {
6491                                         VectorClear(center);
6492                                         for (i = 0;i < 4;i++)
6493                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6494                                         VectorScale(center, 0.25f, center);
6495                                         // find the two shortest edges, then use them to define the
6496                                         // axis vectors for rotating around the central axis
6497                                         for (i = 0;i < 6;i++)
6498                                         {
6499                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6500                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6501 #if 0
6502                                                 Debug_PolygonBegin(NULL, 0);
6503                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6504                                                 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);
6505                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6506                                                 Debug_PolygonEnd();
6507 #endif
6508                                                 l = VectorDistance2(v1, v2);
6509                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6510                                                 if (v1[2] != v2[2])
6511                                                         l += (1.0f / 1024.0f);
6512                                                 if (shortest[0].length2 > l || i == 0)
6513                                                 {
6514                                                         shortest[1] = shortest[0];
6515                                                         shortest[0].length2 = l;
6516                                                         shortest[0].v1 = v1;
6517                                                         shortest[0].v2 = v2;
6518                                                 }
6519                                                 else if (shortest[1].length2 > l || i == 1)
6520                                                 {
6521                                                         shortest[1].length2 = l;
6522                                                         shortest[1].v1 = v1;
6523                                                         shortest[1].v2 = v2;
6524                                                 }
6525                                         }
6526                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6527                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6528 #if 0
6529                                         Debug_PolygonBegin(NULL, 0);
6530                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6531                                         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);
6532                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6533                                         Debug_PolygonEnd();
6534 #endif
6535                                         // this calculates the right vector from the shortest edge
6536                                         // and the up vector from the edge midpoints
6537                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6538                                         VectorNormalize(right);
6539                                         VectorSubtract(end, start, up);
6540                                         VectorNormalize(up);
6541                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6542                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6543                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6544                                         VectorNegate(forward, forward);
6545                                         VectorReflect(forward, 0, up, forward);
6546                                         VectorNormalize(forward);
6547                                         CrossProduct(up, forward, newright);
6548                                         VectorNormalize(newright);
6549 #if 0
6550                                         Debug_PolygonBegin(NULL, 0);
6551                                         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);
6552                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6553                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6554                                         Debug_PolygonEnd();
6555 #endif
6556 #if 0
6557                                         Debug_PolygonBegin(NULL, 0);
6558                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6559                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6560                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6561                                         Debug_PolygonEnd();
6562 #endif
6563                                         // rotate the quad around the up axis vector, this is made
6564                                         // especially easy by the fact we know the quad is flat,
6565                                         // so we only have to subtract the center position and
6566                                         // measure distance along the right vector, and then
6567                                         // multiply that by the newright vector and add back the
6568                                         // center position
6569                                         // we also need to subtract the old position to undo the
6570                                         // displacement from the center, which we do with a
6571                                         // DotProduct, the subtraction/addition of center is also
6572                                         // optimized into DotProducts here
6573                                         l = DotProduct(right, center);
6574                                         for (i = 0;i < 4;i++)
6575                                         {
6576                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6577                                                 f = DotProduct(right, v1) - l;
6578                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6579                                         }
6580                                 }
6581                                 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);
6582                                 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);
6583                         }
6584                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6585                         rsurface.vertex3f_bufferobject = 0;
6586                         rsurface.vertex3f_bufferoffset = 0;
6587                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6588                         rsurface.svector3f_bufferobject = 0;
6589                         rsurface.svector3f_bufferoffset = 0;
6590                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6591                         rsurface.tvector3f_bufferobject = 0;
6592                         rsurface.tvector3f_bufferoffset = 0;
6593                         rsurface.normal3f = rsurface.array_deformednormal3f;
6594                         rsurface.normal3f_bufferobject = 0;
6595                         rsurface.normal3f_bufferoffset = 0;
6596                         break;
6597                 case Q3DEFORM_NORMAL:
6598                         // deform the normals to make reflections wavey
6599                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6600                         {
6601                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6602                                 for (j = 0;j < surface->num_vertices;j++)
6603                                 {
6604                                         float vertex[3];
6605                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6606                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6607                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6608                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6609                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6610                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6611                                         VectorNormalize(normal);
6612                                 }
6613                                 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);
6614                         }
6615                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6616                         rsurface.svector3f_bufferobject = 0;
6617                         rsurface.svector3f_bufferoffset = 0;
6618                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6619                         rsurface.tvector3f_bufferobject = 0;
6620                         rsurface.tvector3f_bufferoffset = 0;
6621                         rsurface.normal3f = rsurface.array_deformednormal3f;
6622                         rsurface.normal3f_bufferobject = 0;
6623                         rsurface.normal3f_bufferoffset = 0;
6624                         break;
6625                 case Q3DEFORM_WAVE:
6626                         // deform vertex array to make wavey water and flags and such
6627                         waveparms[0] = deform->waveparms[0];
6628                         waveparms[1] = deform->waveparms[1];
6629                         waveparms[2] = deform->waveparms[2];
6630                         waveparms[3] = deform->waveparms[3];
6631                         // this is how a divisor of vertex influence on deformation
6632                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6633                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6634                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6635                         {
6636                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6637                                 for (j = 0;j < surface->num_vertices;j++)
6638                                 {
6639                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6640                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6641                                         // if the wavefunc depends on time, evaluate it per-vertex
6642                                         if (waveparms[3])
6643                                         {
6644                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6645                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6646                                         }
6647                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6648                                 }
6649                         }
6650                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6651                         rsurface.vertex3f_bufferobject = 0;
6652                         rsurface.vertex3f_bufferoffset = 0;
6653                         break;
6654                 case Q3DEFORM_BULGE:
6655                         // deform vertex array to make the surface have moving bulges
6656                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6657                         {
6658                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6659                                 for (j = 0;j < surface->num_vertices;j++)
6660                                 {
6661                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6662                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6663                                 }
6664                         }
6665                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6666                         rsurface.vertex3f_bufferobject = 0;
6667                         rsurface.vertex3f_bufferoffset = 0;
6668                         break;
6669                 case Q3DEFORM_MOVE:
6670                         // deform vertex array
6671                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6672                         VectorScale(deform->parms, scale, waveparms);
6673                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6674                         {
6675                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6676                                 for (j = 0;j < surface->num_vertices;j++)
6677                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6678                         }
6679                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6680                         rsurface.vertex3f_bufferobject = 0;
6681                         rsurface.vertex3f_bufferoffset = 0;
6682                         break;
6683                 }
6684         }
6685         // generate texcoords based on the chosen texcoord source
6686         switch(rsurface.texture->tcgen.tcgen)
6687         {
6688         default:
6689         case Q3TCGEN_TEXTURE:
6690                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6691                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6692                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6693                 break;
6694         case Q3TCGEN_LIGHTMAP:
6695                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6696                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6697                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6698                 break;
6699         case Q3TCGEN_VECTOR:
6700                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6701                 {
6702                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6703                         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)
6704                         {
6705                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6706                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6707                         }
6708                 }
6709                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6710                 rsurface.texcoordtexture2f_bufferobject  = 0;
6711                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6712                 break;
6713         case Q3TCGEN_ENVIRONMENT:
6714                 // make environment reflections using a spheremap
6715                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6716                 {
6717                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6718                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6719                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6720                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6721                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6722                         {
6723                                 // identical to Q3A's method, but executed in worldspace so
6724                                 // carried models can be shiny too
6725
6726                                 float viewer[3], d, reflected[3], worldreflected[3];
6727
6728                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6729                                 // VectorNormalize(viewer);
6730
6731                                 d = DotProduct(normal, viewer);
6732
6733                                 reflected[0] = normal[0]*2*d - viewer[0];
6734                                 reflected[1] = normal[1]*2*d - viewer[1];
6735                                 reflected[2] = normal[2]*2*d - viewer[2];
6736                                 // note: this is proportinal to viewer, so we can normalize later
6737
6738                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6739                                 VectorNormalize(worldreflected);
6740
6741                                 // note: this sphere map only uses world x and z!
6742                                 // so positive and negative y will LOOK THE SAME.
6743                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6744                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6745                         }
6746                 }
6747                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6748                 rsurface.texcoordtexture2f_bufferobject  = 0;
6749                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6750                 break;
6751         }
6752         // the only tcmod that needs software vertex processing is turbulent, so
6753         // check for it here and apply the changes if needed
6754         // and we only support that as the first one
6755         // (handling a mixture of turbulent and other tcmods would be problematic
6756         //  without punting it entirely to a software path)
6757         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6758         {
6759                 amplitude = rsurface.texture->tcmods[0].parms[1];
6760                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6761                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6762                 {
6763                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6764                         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)
6765                         {
6766                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6767                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6768                         }
6769                 }
6770                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6771                 rsurface.texcoordtexture2f_bufferobject  = 0;
6772                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6773         }
6774         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6775         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6776         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6777         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6778 }
6779
6780 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6781 {
6782         int i, j;
6783         const msurface_t *surface = texturesurfacelist[0];
6784         const msurface_t *surface2;
6785         int firstvertex;
6786         int endvertex;
6787         int numvertices;
6788         int numtriangles;
6789         // TODO: lock all array ranges before render, rather than on each surface
6790         if (texturenumsurfaces == 1)
6791         {
6792                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6793                 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);
6794         }
6795         else if (r_batchmode.integer == 2)
6796         {
6797                 #define MAXBATCHTRIANGLES 4096
6798                 int batchtriangles = 0;
6799                 int batchelements[MAXBATCHTRIANGLES*3];
6800                 for (i = 0;i < texturenumsurfaces;i = j)
6801                 {
6802                         surface = texturesurfacelist[i];
6803                         j = i + 1;
6804                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6805                         {
6806                                 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);
6807                                 continue;
6808                         }
6809                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6810                         batchtriangles = surface->num_triangles;
6811                         firstvertex = surface->num_firstvertex;
6812                         endvertex = surface->num_firstvertex + surface->num_vertices;
6813                         for (;j < texturenumsurfaces;j++)
6814                         {
6815                                 surface2 = texturesurfacelist[j];
6816                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6817                                         break;
6818                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6819                                 batchtriangles += surface2->num_triangles;
6820                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6821                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6822                         }
6823                         surface2 = texturesurfacelist[j-1];
6824                         numvertices = endvertex - firstvertex;
6825                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6826                 }
6827         }
6828         else if (r_batchmode.integer == 1)
6829         {
6830                 for (i = 0;i < texturenumsurfaces;i = j)
6831                 {
6832                         surface = texturesurfacelist[i];
6833                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6834                                 if (texturesurfacelist[j] != surface2)
6835                                         break;
6836                         surface2 = texturesurfacelist[j-1];
6837                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6838                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6839                         GL_LockArrays(surface->num_firstvertex, numvertices);
6840                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6841                 }
6842         }
6843         else
6844         {
6845                 for (i = 0;i < texturenumsurfaces;i++)
6846                 {
6847                         surface = texturesurfacelist[i];
6848                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6849                         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);
6850                 }
6851         }
6852 }
6853
6854 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6855 {
6856         int i, planeindex, vertexindex;
6857         float d, bestd;
6858         vec3_t vert;
6859         const float *v;
6860         r_waterstate_waterplane_t *p, *bestp;
6861         const msurface_t *surface;
6862         if (r_waterstate.renderingscene)
6863                 return;
6864         for (i = 0;i < texturenumsurfaces;i++)
6865         {
6866                 surface = texturesurfacelist[i];
6867                 if (lightmaptexunit >= 0)
6868                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6869                 if (deluxemaptexunit >= 0)
6870                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6871                 // pick the closest matching water plane
6872                 bestd = 0;
6873                 bestp = NULL;
6874                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6875                 {
6876                         d = 0;
6877                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6878                         {
6879                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6880                                 d += fabs(PlaneDiff(vert, &p->plane));
6881                         }
6882                         if (bestd > d || !bestp)
6883                         {
6884                                 bestd = d;
6885                                 bestp = p;
6886                         }
6887                 }
6888                 if (bestp)
6889                 {
6890                         if (refractiontexunit >= 0)
6891                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6892                         if (reflectiontexunit >= 0)
6893                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6894                 }
6895                 else
6896                 {
6897                         if (refractiontexunit >= 0)
6898                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6899                         if (reflectiontexunit >= 0)
6900                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6901                 }
6902                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6903                 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);
6904         }
6905 }
6906
6907 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6908 {
6909         int i;
6910         int j;
6911         const msurface_t *surface = texturesurfacelist[0];
6912         const msurface_t *surface2;
6913         int firstvertex;
6914         int endvertex;
6915         int numvertices;
6916         int numtriangles;
6917         // TODO: lock all array ranges before render, rather than on each surface
6918         if (texturenumsurfaces == 1)
6919         {
6920                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6921                 if (deluxemaptexunit >= 0)
6922                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6923                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6924                 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);
6925         }
6926         else if (r_batchmode.integer == 2)
6927         {
6928                 #define MAXBATCHTRIANGLES 4096
6929                 int batchtriangles = 0;
6930                 int batchelements[MAXBATCHTRIANGLES*3];
6931                 for (i = 0;i < texturenumsurfaces;i = j)
6932                 {
6933                         surface = texturesurfacelist[i];
6934                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6935                         if (deluxemaptexunit >= 0)
6936                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6937                         j = i + 1;
6938                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6939                         {
6940                                 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);
6941                                 continue;
6942                         }
6943                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6944                         batchtriangles = surface->num_triangles;
6945                         firstvertex = surface->num_firstvertex;
6946                         endvertex = surface->num_firstvertex + surface->num_vertices;
6947                         for (;j < texturenumsurfaces;j++)
6948                         {
6949                                 surface2 = texturesurfacelist[j];
6950                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6951                                         break;
6952                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6953                                 batchtriangles += surface2->num_triangles;
6954                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6955                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6956                         }
6957                         surface2 = texturesurfacelist[j-1];
6958                         numvertices = endvertex - firstvertex;
6959                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6960                 }
6961         }
6962         else if (r_batchmode.integer == 1)
6963         {
6964 #if 0
6965                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6966                 for (i = 0;i < texturenumsurfaces;i = j)
6967                 {
6968                         surface = texturesurfacelist[i];
6969                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6970                                 if (texturesurfacelist[j] != surface2)
6971                                         break;
6972                         Con_Printf(" %i", j - i);
6973                 }
6974                 Con_Printf("\n");
6975                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6976 #endif
6977                 for (i = 0;i < texturenumsurfaces;i = j)
6978                 {
6979                         surface = texturesurfacelist[i];
6980                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6981                         if (deluxemaptexunit >= 0)
6982                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6983                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6984                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6985                                         break;
6986 #if 0
6987                         Con_Printf(" %i", j - i);
6988 #endif
6989                         surface2 = texturesurfacelist[j-1];
6990                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6991                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6992                         GL_LockArrays(surface->num_firstvertex, numvertices);
6993                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6994                 }
6995 #if 0
6996                 Con_Printf("\n");
6997 #endif
6998         }
6999         else
7000         {
7001                 for (i = 0;i < texturenumsurfaces;i++)
7002                 {
7003                         surface = texturesurfacelist[i];
7004                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7005                         if (deluxemaptexunit >= 0)
7006                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7007                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7008                         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);
7009                 }
7010         }
7011 }
7012
7013 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7014 {
7015         int j;
7016         int texturesurfaceindex;
7017         if (r_showsurfaces.integer == 2)
7018         {
7019                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7020                 {
7021                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7022                         for (j = 0;j < surface->num_triangles;j++)
7023                         {
7024                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7025                                 GL_Color(f, f, f, 1);
7026                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7027                         }
7028                 }
7029         }
7030         else
7031         {
7032                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7033                 {
7034                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7035                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7036                         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);
7037                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7038                         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);
7039                 }
7040         }
7041 }
7042
7043 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7044 {
7045         int texturesurfaceindex;
7046         int i;
7047         const float *v;
7048         float *c2;
7049         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7050         {
7051                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7052                 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)
7053                 {
7054                         c2[0] = 0.5;
7055                         c2[1] = 0.5;
7056                         c2[2] = 0.5;
7057                         c2[3] = 1;
7058                 }
7059         }
7060         rsurface.lightmapcolor4f = rsurface.array_color4f;
7061         rsurface.lightmapcolor4f_bufferobject = 0;
7062         rsurface.lightmapcolor4f_bufferoffset = 0;
7063 }
7064
7065 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7066 {
7067         int texturesurfaceindex;
7068         int i;
7069         float f;
7070         const float *v;
7071         const float *c;
7072         float *c2;
7073         if (rsurface.lightmapcolor4f)
7074         {
7075                 // generate color arrays for the surfaces in this list
7076                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7077                 {
7078                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7079                         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)
7080                         {
7081                                 f = RSurf_FogVertex(v);
7082                                 c2[0] = c[0] * f;
7083                                 c2[1] = c[1] * f;
7084                                 c2[2] = c[2] * f;
7085                                 c2[3] = c[3];
7086                         }
7087                 }
7088         }
7089         else
7090         {
7091                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7092                 {
7093                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7094                         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)
7095                         {
7096                                 f = RSurf_FogVertex(v);
7097                                 c2[0] = f;
7098                                 c2[1] = f;
7099                                 c2[2] = f;
7100                                 c2[3] = 1;
7101                         }
7102                 }
7103         }
7104         rsurface.lightmapcolor4f = rsurface.array_color4f;
7105         rsurface.lightmapcolor4f_bufferobject = 0;
7106         rsurface.lightmapcolor4f_bufferoffset = 0;
7107 }
7108
7109 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7110 {
7111         int texturesurfaceindex;
7112         int i;
7113         float f;
7114         const float *v;
7115         const float *c;
7116         float *c2;
7117         if (!rsurface.lightmapcolor4f)
7118                 return;
7119         // generate color arrays for the surfaces in this list
7120         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7121         {
7122                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7123                 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)
7124                 {
7125                         f = RSurf_FogVertex(v);
7126                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7127                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7128                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7129                         c2[3] = c[3];
7130                 }
7131         }
7132         rsurface.lightmapcolor4f = rsurface.array_color4f;
7133         rsurface.lightmapcolor4f_bufferobject = 0;
7134         rsurface.lightmapcolor4f_bufferoffset = 0;
7135 }
7136
7137 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7138 {
7139         int texturesurfaceindex;
7140         int i;
7141         const float *c;
7142         float *c2;
7143         if (!rsurface.lightmapcolor4f)
7144                 return;
7145         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7146         {
7147                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7148                 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)
7149                 {
7150                         c2[0] = c[0] * r;
7151                         c2[1] = c[1] * g;
7152                         c2[2] = c[2] * b;
7153                         c2[3] = c[3] * a;
7154                 }
7155         }
7156         rsurface.lightmapcolor4f = rsurface.array_color4f;
7157         rsurface.lightmapcolor4f_bufferobject = 0;
7158         rsurface.lightmapcolor4f_bufferoffset = 0;
7159 }
7160
7161 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7162 {
7163         int texturesurfaceindex;
7164         int i;
7165         const float *c;
7166         float *c2;
7167         if (!rsurface.lightmapcolor4f)
7168                 return;
7169         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7170         {
7171                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7172                 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)
7173                 {
7174                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7175                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7176                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7177                         c2[3] = c[3];
7178                 }
7179         }
7180         rsurface.lightmapcolor4f = rsurface.array_color4f;
7181         rsurface.lightmapcolor4f_bufferobject = 0;
7182         rsurface.lightmapcolor4f_bufferoffset = 0;
7183 }
7184
7185 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7186 {
7187         // TODO: optimize
7188         rsurface.lightmapcolor4f = NULL;
7189         rsurface.lightmapcolor4f_bufferobject = 0;
7190         rsurface.lightmapcolor4f_bufferoffset = 0;
7191         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7192         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7193         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7194         GL_Color(r, g, b, a);
7195         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7196 }
7197
7198 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7199 {
7200         // TODO: optimize applyfog && applycolor case
7201         // just apply fog if necessary, and tint the fog color array if necessary
7202         rsurface.lightmapcolor4f = NULL;
7203         rsurface.lightmapcolor4f_bufferobject = 0;
7204         rsurface.lightmapcolor4f_bufferoffset = 0;
7205         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7206         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7207         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7208         GL_Color(r, g, b, a);
7209         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7210 }
7211
7212 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7213 {
7214         int texturesurfaceindex;
7215         int i;
7216         float *c;
7217         // TODO: optimize
7218         if (texturesurfacelist[0]->lightmapinfo)
7219         {
7220                 // generate color arrays for the surfaces in this list
7221                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7222                 {
7223                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7224                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7225                         {
7226                                 if (surface->lightmapinfo->samples)
7227                                 {
7228                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7229                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7230                                         VectorScale(lm, scale, c);
7231                                         if (surface->lightmapinfo->styles[1] != 255)
7232                                         {
7233                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7234                                                 lm += size3;
7235                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7236                                                 VectorMA(c, scale, lm, c);
7237                                                 if (surface->lightmapinfo->styles[2] != 255)
7238                                                 {
7239                                                         lm += size3;
7240                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7241                                                         VectorMA(c, scale, lm, c);
7242                                                         if (surface->lightmapinfo->styles[3] != 255)
7243                                                         {
7244                                                                 lm += size3;
7245                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7246                                                                 VectorMA(c, scale, lm, c);
7247                                                         }
7248                                                 }
7249                                         }
7250                                 }
7251                                 else
7252                                         VectorClear(c);
7253                                 c[3] = 1;
7254                         }
7255                 }
7256                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7257                 rsurface.lightmapcolor4f_bufferobject = 0;
7258                 rsurface.lightmapcolor4f_bufferoffset = 0;
7259         }
7260         else
7261         {
7262                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7263                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7264                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7265         }
7266         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7267         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7268         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7269         GL_Color(r, g, b, a);
7270         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7271 }
7272
7273 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7274 {
7275         int texturesurfaceindex;
7276         int i;
7277         float f;
7278         float alpha;
7279         const float *v;
7280         const float *n;
7281         float *c;
7282         vec3_t ambientcolor;
7283         vec3_t diffusecolor;
7284         vec3_t lightdir;
7285         // TODO: optimize
7286         // model lighting
7287         VectorCopy(rsurface.modellight_lightdir, lightdir);
7288         f = 0.5f * r_refdef.lightmapintensity;
7289         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7290         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7291         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7292         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7293         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7294         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7295         alpha = *a;
7296         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7297         {
7298                 // generate color arrays for the surfaces in this list
7299                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7300                 {
7301                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7302                         int numverts = surface->num_vertices;
7303                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7304                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7305                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7306                         // q3-style directional shading
7307                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7308                         {
7309                                 if ((f = DotProduct(n, lightdir)) > 0)
7310                                         VectorMA(ambientcolor, f, diffusecolor, c);
7311                                 else
7312                                         VectorCopy(ambientcolor, c);
7313                                 c[3] = alpha;
7314                         }
7315                 }
7316                 *r = 1;
7317                 *g = 1;
7318                 *b = 1;
7319                 *a = 1;
7320                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7321                 rsurface.lightmapcolor4f_bufferobject = 0;
7322                 rsurface.lightmapcolor4f_bufferoffset = 0;
7323                 *applycolor = false;
7324         }
7325         else
7326         {
7327                 *r = ambientcolor[0];
7328                 *g = ambientcolor[1];
7329                 *b = ambientcolor[2];
7330                 rsurface.lightmapcolor4f = NULL;
7331                 rsurface.lightmapcolor4f_bufferobject = 0;
7332                 rsurface.lightmapcolor4f_bufferoffset = 0;
7333         }
7334 }
7335
7336 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7337 {
7338         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7339         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7340         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7341         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7342         GL_Color(r, g, b, a);
7343         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7344 }
7345
7346 void RSurf_SetupDepthAndCulling(void)
7347 {
7348         // submodels are biased to avoid z-fighting with world surfaces that they
7349         // may be exactly overlapping (avoids z-fighting artifacts on certain
7350         // doors and things in Quake maps)
7351         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7352         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7353         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7354         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7355 }
7356
7357 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7358 {
7359         // transparent sky would be ridiculous
7360         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7361                 return;
7362         R_SetupGenericShader(false);
7363         skyrenderlater = true;
7364         RSurf_SetupDepthAndCulling();
7365         GL_DepthMask(true);
7366         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7367         // skymasking on them, and Quake3 never did sky masking (unlike
7368         // software Quake and software Quake2), so disable the sky masking
7369         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7370         // and skymasking also looks very bad when noclipping outside the
7371         // level, so don't use it then either.
7372         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7373         {
7374                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7375                 R_Mesh_ColorPointer(NULL, 0, 0);
7376                 R_Mesh_ResetTextureState();
7377                 if (skyrendermasked)
7378                 {
7379                         R_SetupDepthOrShadowShader();
7380                         // depth-only (masking)
7381                         GL_ColorMask(0,0,0,0);
7382                         // just to make sure that braindead drivers don't draw
7383                         // anything despite that colormask...
7384                         GL_BlendFunc(GL_ZERO, GL_ONE);
7385                 }
7386                 else
7387                 {
7388                         R_SetupGenericShader(false);
7389                         // fog sky
7390                         GL_BlendFunc(GL_ONE, GL_ZERO);
7391                 }
7392                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7393                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7394                 if (skyrendermasked)
7395                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7396         }
7397         R_Mesh_ResetTextureState();
7398         GL_Color(1, 1, 1, 1);
7399 }
7400
7401 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7402 {
7403         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7404                 return;
7405
7406         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7407         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7408         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7409         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7410         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7411         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7412         if (rsurface.texture->backgroundcurrentskinframe)
7413         {
7414                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7415                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7416                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7417                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7418         }
7419         if(rsurface.texture->colormapping)
7420         {
7421                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7422                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7423         }
7424         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7425         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7426                 R_Mesh_ColorPointer(NULL, 0, 0);
7427         else
7428                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7429
7430         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7431         {
7432                 // render background
7433                 GL_BlendFunc(GL_ONE, GL_ZERO);
7434                 GL_DepthMask(true);
7435                 GL_AlphaTest(false);
7436
7437                 GL_Color(1, 1, 1, 1);
7438                 R_Mesh_ColorPointer(NULL, 0, 0);
7439
7440                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7441                 if (r_glsl_permutation)
7442                 {
7443                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7444                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7445                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7446                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7447                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7448                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7449                         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);
7450                 }
7451                 GL_LockArrays(0, 0);
7452
7453                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7454                 GL_DepthMask(false);
7455                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7456                         R_Mesh_ColorPointer(NULL, 0, 0);
7457                 else
7458                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7459                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7460                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7461         }
7462
7463         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7464         if (!r_glsl_permutation)
7465                 return;
7466
7467         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7468         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7469         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7470         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7471         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7472         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7473
7474         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7475         {
7476                 GL_BlendFunc(GL_ONE, GL_ZERO);
7477                 GL_DepthMask(true);
7478                 GL_AlphaTest(false);
7479         }
7480         else
7481         {
7482                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7483                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7484                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7485         }
7486
7487         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7488         {
7489                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7490                         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);
7491                 else
7492                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7493         }
7494         else
7495         {
7496                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7497                         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);
7498                 else
7499                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7500         }
7501         GL_LockArrays(0, 0);
7502 }
7503
7504 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7505 {
7506         // OpenGL 1.3 path - anything not completely ancient
7507         int texturesurfaceindex;
7508         qboolean applycolor;
7509         qboolean applyfog;
7510         rmeshstate_t m;
7511         int layerindex;
7512         const texturelayer_t *layer;
7513         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7514
7515         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7516         {
7517                 vec4_t layercolor;
7518                 int layertexrgbscale;
7519                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7520                 {
7521                         if (layerindex == 0)
7522                                 GL_AlphaTest(true);
7523                         else
7524                         {
7525                                 GL_AlphaTest(false);
7526                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7527                         }
7528                 }
7529                 GL_DepthMask(layer->depthmask && writedepth);
7530                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7531                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7532                 {
7533                         layertexrgbscale = 4;
7534                         VectorScale(layer->color, 0.25f, layercolor);
7535                 }
7536                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7537                 {
7538                         layertexrgbscale = 2;
7539                         VectorScale(layer->color, 0.5f, layercolor);
7540                 }
7541                 else
7542                 {
7543                         layertexrgbscale = 1;
7544                         VectorScale(layer->color, 1.0f, layercolor);
7545                 }
7546                 layercolor[3] = layer->color[3];
7547                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7548                 R_Mesh_ColorPointer(NULL, 0, 0);
7549                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7550                 switch (layer->type)
7551                 {
7552                 case TEXTURELAYERTYPE_LITTEXTURE:
7553                         memset(&m, 0, sizeof(m));
7554                         m.tex[0] = R_GetTexture(r_texture_white);
7555                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7556                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7557                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7558                         m.tex[1] = R_GetTexture(layer->texture);
7559                         m.texmatrix[1] = layer->texmatrix;
7560                         m.texrgbscale[1] = layertexrgbscale;
7561                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7562                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7563                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7564                         R_Mesh_TextureState(&m);
7565                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7566                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7567                         else if (rsurface.uselightmaptexture)
7568                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7569                         else
7570                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7571                         break;
7572                 case TEXTURELAYERTYPE_TEXTURE:
7573                         memset(&m, 0, sizeof(m));
7574                         m.tex[0] = R_GetTexture(layer->texture);
7575                         m.texmatrix[0] = layer->texmatrix;
7576                         m.texrgbscale[0] = layertexrgbscale;
7577                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7578                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7579                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7580                         R_Mesh_TextureState(&m);
7581                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7582                         break;
7583                 case TEXTURELAYERTYPE_FOG:
7584                         memset(&m, 0, sizeof(m));
7585                         m.texrgbscale[0] = layertexrgbscale;
7586                         if (layer->texture)
7587                         {
7588                                 m.tex[0] = R_GetTexture(layer->texture);
7589                                 m.texmatrix[0] = layer->texmatrix;
7590                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7591                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7592                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7593                         }
7594                         R_Mesh_TextureState(&m);
7595                         // generate a color array for the fog pass
7596                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7597                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7598                         {
7599                                 int i;
7600                                 float f;
7601                                 const float *v;
7602                                 float *c;
7603                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7604                                 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)
7605                                 {
7606                                         f = 1 - RSurf_FogVertex(v);
7607                                         c[0] = layercolor[0];
7608                                         c[1] = layercolor[1];
7609                                         c[2] = layercolor[2];
7610                                         c[3] = f * layercolor[3];
7611                                 }
7612                         }
7613                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7614                         break;
7615                 default:
7616                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7617                 }
7618                 GL_LockArrays(0, 0);
7619         }
7620         CHECKGLERROR
7621         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7622         {
7623                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7624                 GL_AlphaTest(false);
7625         }
7626 }
7627
7628 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7629 {
7630         // OpenGL 1.1 - crusty old voodoo path
7631         int texturesurfaceindex;
7632         qboolean applyfog;
7633         rmeshstate_t m;
7634         int layerindex;
7635         const texturelayer_t *layer;
7636         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7637
7638         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7639         {
7640                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7641                 {
7642                         if (layerindex == 0)
7643                                 GL_AlphaTest(true);
7644                         else
7645                         {
7646                                 GL_AlphaTest(false);
7647                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7648                         }
7649                 }
7650                 GL_DepthMask(layer->depthmask && writedepth);
7651                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7652                 R_Mesh_ColorPointer(NULL, 0, 0);
7653                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7654                 switch (layer->type)
7655                 {
7656                 case TEXTURELAYERTYPE_LITTEXTURE:
7657                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7658                         {
7659                                 // two-pass lit texture with 2x rgbscale
7660                                 // first the lightmap pass
7661                                 memset(&m, 0, sizeof(m));
7662                                 m.tex[0] = R_GetTexture(r_texture_white);
7663                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7664                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7665                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7666                                 R_Mesh_TextureState(&m);
7667                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7668                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7669                                 else if (rsurface.uselightmaptexture)
7670                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7671                                 else
7672                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7673                                 GL_LockArrays(0, 0);
7674                                 // then apply the texture to it
7675                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7676                                 memset(&m, 0, sizeof(m));
7677                                 m.tex[0] = R_GetTexture(layer->texture);
7678                                 m.texmatrix[0] = layer->texmatrix;
7679                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7680                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7681                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7682                                 R_Mesh_TextureState(&m);
7683                                 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);
7684                         }
7685                         else
7686                         {
7687                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7688                                 memset(&m, 0, sizeof(m));
7689                                 m.tex[0] = R_GetTexture(layer->texture);
7690                                 m.texmatrix[0] = layer->texmatrix;
7691                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7692                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7693                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7694                                 R_Mesh_TextureState(&m);
7695                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7696                                         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);
7697                                 else
7698                                         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);
7699                         }
7700                         break;
7701                 case TEXTURELAYERTYPE_TEXTURE:
7702                         // singletexture unlit texture with transparency support
7703                         memset(&m, 0, sizeof(m));
7704                         m.tex[0] = R_GetTexture(layer->texture);
7705                         m.texmatrix[0] = layer->texmatrix;
7706                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7707                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7708                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7709                         R_Mesh_TextureState(&m);
7710                         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);
7711                         break;
7712                 case TEXTURELAYERTYPE_FOG:
7713                         // singletexture fogging
7714                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7715                         if (layer->texture)
7716                         {
7717                                 memset(&m, 0, sizeof(m));
7718                                 m.tex[0] = R_GetTexture(layer->texture);
7719                                 m.texmatrix[0] = layer->texmatrix;
7720                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7721                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7722                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7723                                 R_Mesh_TextureState(&m);
7724                         }
7725                         else
7726                                 R_Mesh_ResetTextureState();
7727                         // generate a color array for the fog pass
7728                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7729                         {
7730                                 int i;
7731                                 float f;
7732                                 const float *v;
7733                                 float *c;
7734                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7735                                 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)
7736                                 {
7737                                         f = 1 - RSurf_FogVertex(v);
7738                                         c[0] = layer->color[0];
7739                                         c[1] = layer->color[1];
7740                                         c[2] = layer->color[2];
7741                                         c[3] = f * layer->color[3];
7742                                 }
7743                         }
7744                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7745                         break;
7746                 default:
7747                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7748                 }
7749                 GL_LockArrays(0, 0);
7750         }
7751         CHECKGLERROR
7752         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7753         {
7754                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7755                 GL_AlphaTest(false);
7756         }
7757 }
7758
7759 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7760 {
7761         float c[4];
7762
7763         GL_AlphaTest(false);
7764         R_Mesh_ColorPointer(NULL, 0, 0);
7765         R_Mesh_ResetTextureState();
7766         R_SetupGenericShader(false);
7767
7768         if(rsurface.texture && rsurface.texture->currentskinframe)
7769         {
7770                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7771                 c[3] *= rsurface.texture->currentalpha;
7772         }
7773         else
7774         {
7775                 c[0] = 1;
7776                 c[1] = 0;
7777                 c[2] = 1;
7778                 c[3] = 1;
7779         }
7780
7781         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7782         {
7783                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7784                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7785                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7786         }
7787
7788         // brighten it up (as texture value 127 means "unlit")
7789         c[0] *= 2 * r_refdef.view.colorscale;
7790         c[1] *= 2 * r_refdef.view.colorscale;
7791         c[2] *= 2 * r_refdef.view.colorscale;
7792
7793         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7794                 c[3] *= r_wateralpha.value;
7795
7796         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7797         {
7798                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7799                 GL_DepthMask(false);
7800         }
7801         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7802         {
7803                 GL_BlendFunc(GL_ONE, GL_ONE);
7804                 GL_DepthMask(false);
7805         }
7806         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7807         {
7808                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7809                 GL_DepthMask(false);
7810         }
7811         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7812         {
7813                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7814                 GL_DepthMask(false);
7815         }
7816         else
7817         {
7818                 GL_BlendFunc(GL_ONE, GL_ZERO);
7819                 GL_DepthMask(writedepth);
7820         }
7821
7822         rsurface.lightmapcolor4f = NULL;
7823
7824         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7825         {
7826                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7827
7828                 rsurface.lightmapcolor4f = NULL;
7829                 rsurface.lightmapcolor4f_bufferobject = 0;
7830                 rsurface.lightmapcolor4f_bufferoffset = 0;
7831         }
7832         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7833         {
7834                 qboolean applycolor = true;
7835                 float one = 1.0;
7836
7837                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7838
7839                 r_refdef.lightmapintensity = 1;
7840                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7841                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7842         }
7843         else
7844         {
7845                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7846
7847                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7848                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7849                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7850         }
7851
7852         if(!rsurface.lightmapcolor4f)
7853                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7854
7855         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7856         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7857         if(r_refdef.fogenabled)
7858                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7859
7860         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7861         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7862 }
7863
7864 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7865 {
7866         CHECKGLERROR
7867         RSurf_SetupDepthAndCulling();
7868         if (r_showsurfaces.integer == 3)
7869                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7870         else if (r_glsl.integer && gl_support_fragment_shader)
7871                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7872         else if (gl_combine.integer && r_textureunits.integer >= 2)
7873                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7874         else
7875                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7876         CHECKGLERROR
7877 }
7878
7879 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7880 {
7881         CHECKGLERROR
7882         RSurf_SetupDepthAndCulling();
7883         if (r_showsurfaces.integer == 3)
7884                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7885         else if (r_glsl.integer && gl_support_fragment_shader)
7886                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7887         else if (gl_combine.integer && r_textureunits.integer >= 2)
7888                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7889         else
7890                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7891         CHECKGLERROR
7892 }
7893
7894 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7895 {
7896         int i, j;
7897         int texturenumsurfaces, endsurface;
7898         texture_t *texture;
7899         const msurface_t *surface;
7900         const msurface_t *texturesurfacelist[1024];
7901
7902         // if the model is static it doesn't matter what value we give for
7903         // wantnormals and wanttangents, so this logic uses only rules applicable
7904         // to a model, knowing that they are meaningless otherwise
7905         if (ent == r_refdef.scene.worldentity)
7906                 RSurf_ActiveWorldEntity();
7907         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7908                 RSurf_ActiveModelEntity(ent, false, false);
7909         else
7910                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7911
7912         for (i = 0;i < numsurfaces;i = j)
7913         {
7914                 j = i + 1;
7915                 surface = rsurface.modelsurfaces + surfacelist[i];
7916                 texture = surface->texture;
7917                 rsurface.texture = R_GetCurrentTexture(texture);
7918                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7919                 // scan ahead until we find a different texture
7920                 endsurface = min(i + 1024, numsurfaces);
7921                 texturenumsurfaces = 0;
7922                 texturesurfacelist[texturenumsurfaces++] = surface;
7923                 for (;j < endsurface;j++)
7924                 {
7925                         surface = rsurface.modelsurfaces + surfacelist[j];
7926                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7927                                 break;
7928                         texturesurfacelist[texturenumsurfaces++] = surface;
7929                 }
7930                 // render the range of surfaces
7931                 if (ent == r_refdef.scene.worldentity)
7932                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7933                 else
7934                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7935         }
7936         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7937         GL_AlphaTest(false);
7938 }
7939
7940 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7941 {
7942         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7943         CHECKGLERROR
7944         if (depthonly)
7945         {
7946                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7947                         return;
7948                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7949                         return;
7950                 RSurf_SetupDepthAndCulling();
7951                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7952                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7953         }
7954         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7955         {
7956                 RSurf_SetupDepthAndCulling();
7957                 GL_AlphaTest(false);
7958                 R_Mesh_ColorPointer(NULL, 0, 0);
7959                 R_Mesh_ResetTextureState();
7960                 R_SetupGenericShader(false);
7961                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7962                 GL_DepthMask(true);
7963                 GL_BlendFunc(GL_ONE, GL_ZERO);
7964                 GL_Color(0, 0, 0, 1);
7965                 GL_DepthTest(writedepth);
7966                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7967         }
7968         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7969         {
7970                 RSurf_SetupDepthAndCulling();
7971                 GL_AlphaTest(false);
7972                 R_Mesh_ColorPointer(NULL, 0, 0);
7973                 R_Mesh_ResetTextureState();
7974                 R_SetupGenericShader(false);
7975                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7976                 GL_DepthMask(true);
7977                 GL_BlendFunc(GL_ONE, GL_ZERO);
7978                 GL_DepthTest(true);
7979                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7980         }
7981         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7982                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7983         else if (!rsurface.texture->currentnumlayers)
7984                 return;
7985         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7986         {
7987                 // transparent surfaces get pushed off into the transparent queue
7988                 int surfacelistindex;
7989                 const msurface_t *surface;
7990                 vec3_t tempcenter, center;
7991                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7992                 {
7993                         surface = texturesurfacelist[surfacelistindex];
7994                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7995                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7996                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7997                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7998                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7999                 }
8000         }
8001         else
8002         {
8003                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8004                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8005         }
8006         CHECKGLERROR
8007 }
8008
8009 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8010 {
8011         int i, j;
8012         texture_t *texture;
8013         // break the surface list down into batches by texture and use of lightmapping
8014         for (i = 0;i < numsurfaces;i = j)
8015         {
8016                 j = i + 1;
8017                 // texture is the base texture pointer, rsurface.texture is the
8018                 // current frame/skin the texture is directing us to use (for example
8019                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8020                 // use skin 1 instead)
8021                 texture = surfacelist[i]->texture;
8022                 rsurface.texture = R_GetCurrentTexture(texture);
8023                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8024                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8025                 {
8026                         // if this texture is not the kind we want, skip ahead to the next one
8027                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8028                                 ;
8029                         continue;
8030                 }
8031                 // simply scan ahead until we find a different texture or lightmap state
8032                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8033                         ;
8034                 // render the range of surfaces
8035                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8036         }
8037 }
8038
8039 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8040 {
8041         CHECKGLERROR
8042         if (depthonly)
8043         {
8044                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8045                         return;
8046                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8047                         return;
8048                 RSurf_SetupDepthAndCulling();
8049                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8050                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8051         }
8052         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8053         {
8054                 RSurf_SetupDepthAndCulling();
8055                 GL_AlphaTest(false);
8056                 R_Mesh_ColorPointer(NULL, 0, 0);
8057                 R_Mesh_ResetTextureState();
8058                 R_SetupGenericShader(false);
8059                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8060                 GL_DepthMask(true);
8061                 GL_BlendFunc(GL_ONE, GL_ZERO);
8062                 GL_Color(0, 0, 0, 1);
8063                 GL_DepthTest(writedepth);
8064                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8065         }
8066         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8067         {
8068                 RSurf_SetupDepthAndCulling();
8069                 GL_AlphaTest(false);
8070                 R_Mesh_ColorPointer(NULL, 0, 0);
8071                 R_Mesh_ResetTextureState();
8072                 R_SetupGenericShader(false);
8073                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8074                 GL_DepthMask(true);
8075                 GL_BlendFunc(GL_ONE, GL_ZERO);
8076                 GL_DepthTest(true);
8077                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8078         }
8079         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8080                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8081         else if (!rsurface.texture->currentnumlayers)
8082                 return;
8083         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8084         {
8085                 // transparent surfaces get pushed off into the transparent queue
8086                 int surfacelistindex;
8087                 const msurface_t *surface;
8088                 vec3_t tempcenter, center;
8089                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8090                 {
8091                         surface = texturesurfacelist[surfacelistindex];
8092                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8093                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8094                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8095                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8096                         if (queueentity->transparent_offset) // transparent offset
8097                         {
8098                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8099                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8100                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8101                         }
8102                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8103                 }
8104         }
8105         else
8106         {
8107                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8108                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8109         }
8110         CHECKGLERROR
8111 }
8112
8113 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8114 {
8115         int i, j;
8116         texture_t *texture;
8117         // break the surface list down into batches by texture and use of lightmapping
8118         for (i = 0;i < numsurfaces;i = j)
8119         {
8120                 j = i + 1;
8121                 // texture is the base texture pointer, rsurface.texture is the
8122                 // current frame/skin the texture is directing us to use (for example
8123                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8124                 // use skin 1 instead)
8125                 texture = surfacelist[i]->texture;
8126                 rsurface.texture = R_GetCurrentTexture(texture);
8127                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8128                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8129                 {
8130                         // if this texture is not the kind we want, skip ahead to the next one
8131                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8132                                 ;
8133                         continue;
8134                 }
8135                 // simply scan ahead until we find a different texture or lightmap state
8136                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8137                         ;
8138                 // render the range of surfaces
8139                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8140         }
8141 }
8142
8143 float locboxvertex3f[6*4*3] =
8144 {
8145         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8146         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8147         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8148         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8149         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8150         1,0,0, 0,0,0, 0,1,0, 1,1,0
8151 };
8152
8153 unsigned short locboxelements[6*2*3] =
8154 {
8155          0, 1, 2, 0, 2, 3,
8156          4, 5, 6, 4, 6, 7,
8157          8, 9,10, 8,10,11,
8158         12,13,14, 12,14,15,
8159         16,17,18, 16,18,19,
8160         20,21,22, 20,22,23
8161 };
8162
8163 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8164 {
8165         int i, j;
8166         cl_locnode_t *loc = (cl_locnode_t *)ent;
8167         vec3_t mins, size;
8168         float vertex3f[6*4*3];
8169         CHECKGLERROR
8170         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8171         GL_DepthMask(false);
8172         GL_DepthRange(0, 1);
8173         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8174         GL_DepthTest(true);
8175         GL_CullFace(GL_NONE);
8176         R_Mesh_Matrix(&identitymatrix);
8177
8178         R_Mesh_VertexPointer(vertex3f, 0, 0);
8179         R_Mesh_ColorPointer(NULL, 0, 0);
8180         R_Mesh_ResetTextureState();
8181         R_SetupGenericShader(false);
8182
8183         i = surfacelist[0];
8184         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8185                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8186                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8187                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8188
8189         if (VectorCompare(loc->mins, loc->maxs))
8190         {
8191                 VectorSet(size, 2, 2, 2);
8192                 VectorMA(loc->mins, -0.5f, size, mins);
8193         }
8194         else
8195         {
8196                 VectorCopy(loc->mins, mins);
8197                 VectorSubtract(loc->maxs, loc->mins, size);
8198         }
8199
8200         for (i = 0;i < 6*4*3;)
8201                 for (j = 0;j < 3;j++, i++)
8202                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8203
8204         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8205 }
8206
8207 void R_DrawLocs(void)
8208 {
8209         int index;
8210         cl_locnode_t *loc, *nearestloc;
8211         vec3_t center;
8212         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8213         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8214         {
8215                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8216                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8217         }
8218 }
8219
8220 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8221 {
8222         if (decalsystem->decals)
8223                 Mem_Free(decalsystem->decals);
8224         memset(decalsystem, 0, sizeof(*decalsystem));
8225 }
8226
8227 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)
8228 {
8229         float *v3f;
8230         float *tc2f;
8231         float *c4f;
8232         float ca;
8233         tridecal_t *decal;
8234         tridecal_t *decals;
8235         int i;
8236         int maxdecals;
8237
8238         // expand or initialize the system
8239         if (decalsystem->maxdecals <= decalsystem->numdecals)
8240         {
8241                 decalsystem_t old = *decalsystem;
8242                 qboolean useshortelements;
8243                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8244                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8245                 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)));
8246                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8247                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8248                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8249                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8250                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8251                 if (decalsystem->numdecals)
8252                 {
8253                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8254                         memcpy(decalsystem->vertex3f, old.vertex3f, decalsystem->numdecals * sizeof(float[3][3]));
8255                         memcpy(decalsystem->texcoord2f, old.texcoord2f, decalsystem->numdecals * sizeof(float[3][2]));
8256                         memcpy(decalsystem->color4f, old.color4f, decalsystem->numdecals * sizeof(float[3][4]));
8257                 }
8258                 Mem_Free(old.decals);
8259                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8260                         decalsystem->element3i[i] = i;
8261                 if (useshortelements)
8262                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8263                                 decalsystem->element3s[i] = i;
8264         }
8265
8266         // grab a decal and search for another free slot for the next one
8267         maxdecals = decalsystem->maxdecals;
8268         decals = decalsystem->decals;
8269         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8270         v3f = decalsystem->vertex3f + 9*i;
8271         tc2f = decalsystem->texcoord2f + 6*i;
8272         c4f = decalsystem->color4f + 12*i;
8273         for (i = decalsystem->freedecal;i < maxdecals && decals[i].colors[0][3];i++)
8274                 ;
8275         decalsystem->freedecal = i;
8276         if (decalsystem->numdecals <= i)
8277                 decalsystem->numdecals = i + 1;
8278
8279         // initialize the decal
8280         decal->lived = 0;
8281         decal->triangleindex = triangleindex;
8282         decal->colors[0][0] = (unsigned char)(c0[0]*255.0f);
8283         decal->colors[0][1] = (unsigned char)(c0[1]*255.0f);
8284         decal->colors[0][2] = (unsigned char)(c0[2]*255.0f);
8285         decal->colors[0][3] = 255;
8286         decal->colors[1][0] = (unsigned char)(c1[0]*255.0f);
8287         decal->colors[1][1] = (unsigned char)(c1[1]*255.0f);
8288         decal->colors[1][2] = (unsigned char)(c1[2]*255.0f);
8289         decal->colors[1][3] = 255;
8290         decal->colors[2][0] = (unsigned char)(c2[0]*255.0f);
8291         decal->colors[2][1] = (unsigned char)(c2[1]*255.0f);
8292         decal->colors[2][2] = (unsigned char)(c2[2]*255.0f);
8293         decal->colors[2][3] = 255;
8294         v3f[0] = v0[0];
8295         v3f[1] = v0[1];
8296         v3f[2] = v0[2];
8297         v3f[3] = v1[0];
8298         v3f[4] = v1[1];
8299         v3f[5] = v1[2];
8300         v3f[6] = v2[0];
8301         v3f[7] = v2[1];
8302         v3f[8] = v2[2];
8303         tc2f[0] = t0[0];
8304         tc2f[1] = t0[1];
8305         tc2f[2] = t1[0];
8306         tc2f[3] = t1[1];
8307         tc2f[4] = t2[0];
8308         tc2f[5] = t2[1];
8309         ca = (1.0f/255.0f);
8310         c4f[ 0] = decal->colors[0][0] * ca;
8311         c4f[ 1] = decal->colors[0][1] * ca;
8312         c4f[ 2] = decal->colors[0][2] * ca;
8313         c4f[ 3] = 1;
8314         c4f[ 4] = decal->colors[1][0] * ca;
8315         c4f[ 5] = decal->colors[1][1] * ca;
8316         c4f[ 6] = decal->colors[1][2] * ca;
8317         c4f[ 7] = 1;
8318         c4f[ 8] = decal->colors[2][0] * ca;
8319         c4f[ 9] = decal->colors[2][1] * ca;
8320         c4f[10] = decal->colors[2][2] * ca;
8321         c4f[11] = 1;
8322 }
8323
8324 extern cvar_t cl_decals_bias;
8325 extern cvar_t cl_decals_models;
8326 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)
8327 {
8328         matrix4x4_t projection;
8329         decalsystem_t *decalsystem;
8330         qboolean dynamic;
8331         dp_model_t *model;
8332         const float *vertex3f;
8333         const msurface_t *surface;
8334         const msurface_t *surfaces;
8335         const int *surfacelist;
8336         const texture_t *texture;
8337         int numvertices;
8338         int numtriangles;
8339         int numsurfacelist;
8340         int surfacelistindex;
8341         int triangleindex;
8342         int cornerindex;
8343         int index;
8344         int numpoints;
8345         const int *e;
8346         float localorigin[3];
8347         float localnormal[3];
8348         float localmins[3];
8349         float localmaxs[3];
8350         float localsize;
8351         float ilocalsize;
8352         float v[9][3];
8353         float tc[9][2];
8354         float c[9][4];
8355         //float normal[3];
8356         float planes[6][4];
8357         float f;
8358         float points[2][9][3];
8359         float angles[3];
8360         float temp[3];
8361
8362         decalsystem = &ent->decalsystem;
8363         model = ent->model;
8364         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8365         {
8366                 R_DecalSystem_Reset(&ent->decalsystem);
8367                 return;
8368         }
8369
8370         if (!model->brush.data_nodes && !cl_decals_models.integer)
8371         {
8372                 if (decalsystem->model)
8373                         R_DecalSystem_Reset(decalsystem);
8374                 return;
8375         }
8376
8377         if (decalsystem->model != model)
8378                 R_DecalSystem_Reset(decalsystem);
8379         decalsystem->model = model;
8380
8381         RSurf_ActiveModelEntity(ent, false, false);
8382
8383         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8384         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8385         VectorNormalize(localnormal);
8386         localsize = worldsize*rsurface.inversematrixscale;
8387         ilocalsize = 1.0f / localsize;
8388         localmins[0] = localorigin[0] - localsize;
8389         localmins[1] = localorigin[1] - localsize;
8390         localmins[2] = localorigin[2] - localsize;
8391         localmaxs[0] = localorigin[0] + localsize;
8392         localmaxs[1] = localorigin[1] + localsize;
8393         localmaxs[2] = localorigin[2] + localsize;
8394
8395         //VectorCopy(localnormal, planes[4]);
8396         //VectorVectors(planes[4], planes[2], planes[0]);
8397         AnglesFromVectors(angles, localnormal, NULL, false);
8398         AngleVectors(angles, planes[0], planes[2], planes[4]);
8399         VectorNegate(planes[0], planes[1]);
8400         VectorNegate(planes[2], planes[3]);
8401         VectorNegate(planes[4], planes[5]);
8402         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8403         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8404         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8405         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8406         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8407         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8408
8409 #if 1
8410 // works
8411 {
8412         matrix4x4_t forwardprojection;
8413         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8414         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8415 }
8416 #else
8417 // broken
8418 {
8419         float projectionvector[4][3];
8420         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8421         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8422         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8423         projectionvector[0][0] = planes[0][0] * ilocalsize;
8424         projectionvector[0][1] = planes[1][0] * ilocalsize;
8425         projectionvector[0][2] = planes[2][0] * ilocalsize;
8426         projectionvector[1][0] = planes[0][1] * ilocalsize;
8427         projectionvector[1][1] = planes[1][1] * ilocalsize;
8428         projectionvector[1][2] = planes[2][1] * ilocalsize;
8429         projectionvector[2][0] = planes[0][2] * ilocalsize;
8430         projectionvector[2][1] = planes[1][2] * ilocalsize;
8431         projectionvector[2][2] = planes[2][2] * ilocalsize;
8432         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8433         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8434         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8435         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8436 }
8437 #endif
8438
8439         dynamic = model->surfmesh.isanimated;
8440         vertex3f = rsurface.modelvertex3f;
8441         numsurfacelist = model->nummodelsurfaces;
8442         surfacelist = model->sortedmodelsurfaces;
8443         surfaces = model->data_surfaces;
8444         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8445         {
8446                 surface = surfaces + surfacelist[surfacelistindex];
8447                 // skip transparent surfaces
8448                 texture = surface->texture;
8449                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8450                         continue;
8451                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8452                         continue;
8453                 if (texture->currentalpha < 1)
8454                         continue;
8455                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8456                         continue;
8457                 numvertices = surface->num_vertices;
8458                 numtriangles = surface->num_triangles;
8459                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8460                 {
8461                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8462                         {
8463                                 index = 3*e[cornerindex];
8464                                 VectorCopy(vertex3f + index, v[cornerindex]);
8465                         }
8466                         // cull backfaces
8467                         //TriangleNormal(v[0], v[1], v[2], normal);
8468                         //if (DotProduct(normal, localnormal) < 0.0f)
8469                         //      continue;
8470                         // clip by each of the box planes formed from the projection matrix
8471                         // if anything survives, we emit the decal
8472                         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]);
8473                         if (numpoints < 3)
8474                                 continue;
8475                         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]);
8476                         if (numpoints < 3)
8477                                 continue;
8478                         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]);
8479                         if (numpoints < 3)
8480                                 continue;
8481                         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]);
8482                         if (numpoints < 3)
8483                                 continue;
8484                         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]);
8485                         if (numpoints < 3)
8486                                 continue;
8487                         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]);
8488                         if (numpoints < 3)
8489                                 continue;
8490                         // some part of the triangle survived, so we have to accept it...
8491                         if (dynamic)
8492                         {
8493                                 // dynamic always uses the original triangle
8494                                 numpoints = 3;
8495                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8496                                 {
8497                                         index = 3*e[cornerindex];
8498                                         VectorCopy(vertex3f + index, v[cornerindex]);
8499                                 }
8500                         }
8501                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8502                         {
8503                                 // convert vertex positions to texcoords
8504                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8505                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8506                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8507                                 // calculate distance fade from the projection origin
8508                                 f = a * (1.0f-fabs(temp[0]));
8509                                 f = max(0.0f, f);
8510                                 c[cornerindex][0] = r * f;
8511                                 c[cornerindex][1] = g * f;
8512                                 c[cornerindex][2] = b * f;
8513                                 c[cornerindex][3] = 1.0f;
8514                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8515                         }
8516                         if (dynamic)
8517                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex);
8518                         else
8519                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8520                                         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);
8521                 }
8522         }
8523 }
8524
8525 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)
8526 {
8527         int renderentityindex;
8528         float worldmins[3];
8529         float worldmaxs[3];
8530         entity_render_t *ent;
8531
8532         worldmins[0] = worldorigin[0] - worldsize;
8533         worldmins[1] = worldorigin[1] - worldsize;
8534         worldmins[2] = worldorigin[2] - worldsize;
8535         worldmaxs[0] = worldorigin[0] + worldsize;
8536         worldmaxs[1] = worldorigin[1] + worldsize;
8537         worldmaxs[2] = worldorigin[2] + worldsize;
8538
8539         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8540
8541         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8542         {
8543                 ent = r_refdef.scene.entities[renderentityindex];
8544                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8545                         continue;
8546
8547                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8548         }
8549 }
8550
8551 extern skinframe_t *decalskinframe;
8552 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8553 {
8554         int i;
8555         decalsystem_t *decalsystem = &ent->decalsystem;
8556         int numdecals;
8557         tridecal_t *decal;
8558         float frametime;
8559         float fadedelay;
8560         float faderate;
8561         float alpha;
8562         float *v3f;
8563         float *c4f;
8564         const int *e;
8565
8566         if (!decalsystem->numdecals)
8567                 return;
8568
8569         if (r_showsurfaces.integer)
8570                 return;
8571
8572         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8573         {
8574                 R_DecalSystem_Reset(decalsystem);
8575                 return;
8576         }
8577
8578         // if the model is static it doesn't matter what value we give for
8579         // wantnormals and wanttangents, so this logic uses only rules applicable
8580         // to a model, knowing that they are meaningless otherwise
8581         if (ent == r_refdef.scene.worldentity)
8582                 RSurf_ActiveWorldEntity();
8583         else
8584                 RSurf_ActiveModelEntity(ent, false, false);
8585
8586         if (decalsystem->lastupdatetime)
8587                 frametime = cl.time - decalsystem->lastupdatetime;
8588         else
8589                 frametime = 0;
8590         decalsystem->lastupdatetime = cl.time;
8591         decal = decalsystem->decals;
8592         numdecals = decalsystem->numdecals;
8593
8594         fadedelay = cl_decals_time.value;
8595         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8596
8597         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8598         {
8599                 if (!decal->colors[0][3])
8600                         continue;
8601
8602                 decal->lived += frametime;
8603                 if (decal->lived >= fadedelay)
8604                 {
8605                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8606                         if (alpha <= 0)
8607                         {
8608                                 // kill the decal by zeroing vertex data
8609                                 memset(decalsystem->vertex3f + 9*i, 0, sizeof(float[3][3]));
8610                                 memset(decalsystem->texcoord2f + 6*i, 0, sizeof(float[3][2]));
8611                                 memset(decalsystem->color4f + 12*i, 0, sizeof(float[3][4]));
8612                                 memset(decal, 0, sizeof(*decal));
8613                                 if (decalsystem->freedecal > i)
8614                                         decalsystem->freedecal = i;
8615                                 continue;
8616                         }
8617
8618                         // update color values for fading decals
8619                         alpha *= (1.0f/255.0f);
8620                         c4f = decalsystem->color4f + 12*i;
8621                         c4f[ 0] = decal->colors[0][0] * alpha;
8622                         c4f[ 1] = decal->colors[0][1] * alpha;
8623                         c4f[ 2] = decal->colors[0][2] * alpha;
8624                         c4f[ 3] = 1;
8625                         c4f[ 4] = decal->colors[1][0] * alpha;
8626                         c4f[ 5] = decal->colors[1][1] * alpha;
8627                         c4f[ 6] = decal->colors[1][2] * alpha;
8628                         c4f[ 7] = 1;
8629                         c4f[ 8] = decal->colors[2][0] * alpha;
8630                         c4f[ 9] = decal->colors[2][1] * alpha;
8631                         c4f[10] = decal->colors[2][2] * alpha;
8632                         c4f[11] = 1;
8633                 }
8634
8635                 // update vertex positions for animated models
8636                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8637                 {
8638                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8639                         v3f = decalsystem->vertex3f + 9*i;
8640                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8641                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8642                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8643                 }
8644         }
8645
8646         // reduce numdecals if possible
8647         while (numdecals > 0 && !decalsystem->decals[numdecals - 1].colors[0][3])
8648                 numdecals--;
8649         decalsystem->numdecals = numdecals;
8650
8651         if (numdecals > 0)
8652         {
8653                 r_refdef.stats.decals += numdecals;
8654                 // now render the decals all at once
8655                 // (this assumes they all use one particle font texture!)
8656                 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, numdecals, decalsystem->element3i, decalsystem->element3s, false, false);
8657                 R_Mesh_ResetTextureState();
8658                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8659                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8660                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8661                 R_SetupGenericShader(true);
8662                 GL_DepthMask(false);
8663                 GL_DepthRange(0, 1);
8664                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8665                 GL_DepthTest(true);
8666                 GL_CullFace(GL_NONE);
8667                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8668                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8669                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8670                 GL_LockArrays(0, numdecals * 3);
8671                 R_Mesh_Draw(0, numdecals * 3, 0, numdecals, decalsystem->element3i, decalsystem->element3s, 0, 0);
8672                 GL_LockArrays(0, 0);
8673         }
8674
8675         if (numdecals <= 0)
8676         {
8677                 // if there are no decals left, reset decalsystem
8678                 R_DecalSystem_Reset(decalsystem);
8679         }
8680 }
8681
8682 void R_DrawDebugModel(void)
8683 {
8684         entity_render_t *ent = rsurface.entity;
8685         int i, j, k, l, flagsmask;
8686         const int *elements;
8687         q3mbrush_t *brush;
8688         const msurface_t *surface;
8689         dp_model_t *model = ent->model;
8690         vec3_t v;
8691
8692         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8693
8694         R_Mesh_ColorPointer(NULL, 0, 0);
8695         R_Mesh_ResetTextureState();
8696         R_SetupGenericShader(false);
8697         GL_DepthRange(0, 1);
8698         GL_DepthTest(!r_showdisabledepthtest.integer);
8699         GL_DepthMask(false);
8700         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8701
8702         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8703         {
8704                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8705                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8706                 {
8707                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8708                         {
8709                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8710                                 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);
8711                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8712                         }
8713                 }
8714                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8715                 {
8716                         if (surface->num_collisiontriangles)
8717                         {
8718                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8719                                 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);
8720                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8721                         }
8722                 }
8723         }
8724
8725         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8726
8727         if (r_showtris.integer || r_shownormals.integer)
8728         {
8729                 if (r_showdisabledepthtest.integer)
8730                 {
8731                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8732                         GL_DepthMask(false);
8733                 }
8734                 else
8735                 {
8736                         GL_BlendFunc(GL_ONE, GL_ZERO);
8737                         GL_DepthMask(true);
8738                 }
8739                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8740                 {
8741                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8742                                 continue;
8743                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8744                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8745                         {
8746                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8747                                 if (r_showtris.value > 0)
8748                                 {
8749                                         if (!rsurface.texture->currentlayers->depthmask)
8750                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8751                                         else if (ent == r_refdef.scene.worldentity)
8752                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8753                                         else
8754                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8755                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8756                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8757                                         R_Mesh_ColorPointer(NULL, 0, 0);
8758                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8759                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8760                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8761                                         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);
8762                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8763                                         CHECKGLERROR
8764                                 }
8765                                 if (r_shownormals.value < 0)
8766                                 {
8767                                         qglBegin(GL_LINES);
8768                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8769                                         {
8770                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8771                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8772                                                 qglVertex3f(v[0], v[1], v[2]);
8773                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8774                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8775                                                 qglVertex3f(v[0], v[1], v[2]);
8776                                         }
8777                                         qglEnd();
8778                                         CHECKGLERROR
8779                                 }
8780                                 if (r_shownormals.value > 0)
8781                                 {
8782                                         qglBegin(GL_LINES);
8783                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8784                                         {
8785                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8786                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8787                                                 qglVertex3f(v[0], v[1], v[2]);
8788                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8789                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8790                                                 qglVertex3f(v[0], v[1], v[2]);
8791                                         }
8792                                         qglEnd();
8793                                         CHECKGLERROR
8794                                         qglBegin(GL_LINES);
8795                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8796                                         {
8797                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8798                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8799                                                 qglVertex3f(v[0], v[1], v[2]);
8800                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8801                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8802                                                 qglVertex3f(v[0], v[1], v[2]);
8803                                         }
8804                                         qglEnd();
8805                                         CHECKGLERROR
8806                                         qglBegin(GL_LINES);
8807                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8808                                         {
8809                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8810                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8811                                                 qglVertex3f(v[0], v[1], v[2]);
8812                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8813                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8814                                                 qglVertex3f(v[0], v[1], v[2]);
8815                                         }
8816                                         qglEnd();
8817                                         CHECKGLERROR
8818                                 }
8819                         }
8820                 }
8821                 rsurface.texture = NULL;
8822         }
8823 }
8824
8825 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8826 int r_maxsurfacelist = 0;
8827 const msurface_t **r_surfacelist = NULL;
8828 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8829 {
8830         int i, j, endj, f, flagsmask;
8831         texture_t *t;
8832         dp_model_t *model = r_refdef.scene.worldmodel;
8833         msurface_t *surfaces;
8834         unsigned char *update;
8835         int numsurfacelist = 0;
8836         if (model == NULL)
8837                 return;
8838
8839         if (r_maxsurfacelist < model->num_surfaces)
8840         {
8841                 r_maxsurfacelist = model->num_surfaces;
8842                 if (r_surfacelist)
8843                         Mem_Free(r_surfacelist);
8844                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8845         }
8846
8847         RSurf_ActiveWorldEntity();
8848
8849         surfaces = model->data_surfaces;
8850         update = model->brushq1.lightmapupdateflags;
8851
8852         // update light styles on this submodel
8853         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8854         {
8855                 model_brush_lightstyleinfo_t *style;
8856                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8857                 {
8858                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8859                         {
8860                                 int *list = style->surfacelist;
8861                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8862                                 for (j = 0;j < style->numsurfaces;j++)
8863                                         update[list[j]] = true;
8864                         }
8865                 }
8866         }
8867
8868         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8869
8870         if (debug)
8871         {
8872                 R_DrawDebugModel();
8873                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8874                 return;
8875         }
8876
8877         f = 0;
8878         t = NULL;
8879         rsurface.uselightmaptexture = false;
8880         rsurface.texture = NULL;
8881         rsurface.rtlight = NULL;
8882         numsurfacelist = 0;
8883         // add visible surfaces to draw list
8884         for (i = 0;i < model->nummodelsurfaces;i++)
8885         {
8886                 j = model->sortedmodelsurfaces[i];
8887                 if (r_refdef.viewcache.world_surfacevisible[j])
8888                         r_surfacelist[numsurfacelist++] = surfaces + j;
8889         }
8890         // update lightmaps if needed
8891         if (update)
8892                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8893                         if (r_refdef.viewcache.world_surfacevisible[j])
8894                                 if (update[j])
8895                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8896         // don't do anything if there were no surfaces
8897         if (!numsurfacelist)
8898         {
8899                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8900                 return;
8901         }
8902         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8903         GL_AlphaTest(false);
8904
8905         // add to stats if desired
8906         if (r_speeds.integer && !skysurfaces && !depthonly)
8907         {
8908                 r_refdef.stats.world_surfaces += numsurfacelist;
8909                 for (j = 0;j < numsurfacelist;j++)
8910                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8911         }
8912
8913         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8914 }
8915
8916 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8917 {
8918         int i, j, endj, f, flagsmask;
8919         texture_t *t;
8920         dp_model_t *model = ent->model;
8921         msurface_t *surfaces;
8922         unsigned char *update;
8923         int numsurfacelist = 0;
8924         if (model == NULL)
8925                 return;
8926
8927         if (r_maxsurfacelist < model->num_surfaces)
8928         {
8929                 r_maxsurfacelist = model->num_surfaces;
8930                 if (r_surfacelist)
8931                         Mem_Free(r_surfacelist);
8932                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8933         }
8934
8935         // if the model is static it doesn't matter what value we give for
8936         // wantnormals and wanttangents, so this logic uses only rules applicable
8937         // to a model, knowing that they are meaningless otherwise
8938         if (ent == r_refdef.scene.worldentity)
8939                 RSurf_ActiveWorldEntity();
8940         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8941                 RSurf_ActiveModelEntity(ent, false, false);
8942         else
8943                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8944
8945         surfaces = model->data_surfaces;
8946         update = model->brushq1.lightmapupdateflags;
8947
8948         // update light styles
8949         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8950         {
8951                 model_brush_lightstyleinfo_t *style;
8952                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8953                 {
8954                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8955                         {
8956                                 int *list = style->surfacelist;
8957                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8958                                 for (j = 0;j < style->numsurfaces;j++)
8959                                         update[list[j]] = true;
8960                         }
8961                 }
8962         }
8963
8964         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8965
8966         if (debug)
8967         {
8968                 R_DrawDebugModel();
8969                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8970                 return;
8971         }
8972
8973         f = 0;
8974         t = NULL;
8975         rsurface.uselightmaptexture = false;
8976         rsurface.texture = NULL;
8977         rsurface.rtlight = NULL;
8978         numsurfacelist = 0;
8979         // add visible surfaces to draw list
8980         for (i = 0;i < model->nummodelsurfaces;i++)
8981                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8982         // don't do anything if there were no surfaces
8983         if (!numsurfacelist)
8984         {
8985                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8986                 return;
8987         }
8988         // update lightmaps if needed
8989         if (update)
8990                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8991                         if (update[j])
8992                                 R_BuildLightMap(ent, surfaces + j);
8993         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8994         GL_AlphaTest(false);
8995
8996         // add to stats if desired
8997         if (r_speeds.integer && !skysurfaces && !depthonly)
8998         {
8999                 r_refdef.stats.entities_surfaces += numsurfacelist;
9000                 for (j = 0;j < numsurfacelist;j++)
9001                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9002         }
9003
9004         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9005 }
9006
9007 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9008 {
9009         static texture_t texture;
9010         static msurface_t surface;
9011         const msurface_t *surfacelist = &surface;
9012
9013         // fake enough texture and surface state to render this geometry
9014
9015         texture.update_lastrenderframe = -1; // regenerate this texture
9016         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9017         texture.currentskinframe = skinframe;
9018         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9019         texture.specularscalemod = 1;
9020         texture.specularpowermod = 1;
9021
9022         surface.texture = &texture;
9023         surface.num_triangles = numtriangles;
9024         surface.num_firsttriangle = firsttriangle;
9025         surface.num_vertices = numvertices;
9026         surface.num_firstvertex = firstvertex;
9027
9028         // now render it
9029         rsurface.texture = R_GetCurrentTexture(surface.texture);
9030         rsurface.uselightmaptexture = false;
9031         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9032 }