changed PF_WARNING to not do a return
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
28
29 //
30 // screen size info
31 //
32 r_refdef_t r_refdef;
33 r_view_t r_view;
34 r_viewcache_t r_viewcache;
35
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 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"};
41 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"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 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"};
44 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"};
45 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"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
55
56 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
57 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
58 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
59 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
60 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
61 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
62 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
63
64 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)"};
65
66 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
67 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
68 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
69 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
70 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
71
72 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
73 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
74 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
75
76 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
77 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
78 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
79 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
80 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
81
82 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
83 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
84 cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"};
85 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
86
87 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"};
88
89 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"};
90
91 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
92
93 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
94 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
95
96 rtexture_t *r_bloom_texture_screen;
97 rtexture_t *r_bloom_texture_bloom;
98 rtexture_t *r_texture_blanknormalmap;
99 rtexture_t *r_texture_white;
100 rtexture_t *r_texture_black;
101 rtexture_t *r_texture_notexture;
102 rtexture_t *r_texture_whitecube;
103 rtexture_t *r_texture_normalizationcube;
104 rtexture_t *r_texture_fogattenuation;
105 //rtexture_t *r_texture_fogintensity;
106
107 // information about each possible shader permutation
108 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
109 // currently selected permutation
110 r_glsl_permutation_t *r_glsl_permutation;
111
112 // temporary variable used by a macro
113 int fogtableindex;
114
115 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
116 {
117         int i;
118         for (i = 0;i < verts;i++)
119         {
120                 out[0] = in[0] * r;
121                 out[1] = in[1] * g;
122                 out[2] = in[2] * b;
123                 out[3] = in[3];
124                 in += 4;
125                 out += 4;
126         }
127 }
128
129 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
130 {
131         int i;
132         for (i = 0;i < verts;i++)
133         {
134                 out[0] = r;
135                 out[1] = g;
136                 out[2] = b;
137                 out[3] = a;
138                 out += 4;
139         }
140 }
141
142 // FIXME: move this to client?
143 void FOG_clear(void)
144 {
145         if (gamemode == GAME_NEHAHRA)
146         {
147                 Cvar_Set("gl_fogenable", "0");
148                 Cvar_Set("gl_fogdensity", "0.2");
149                 Cvar_Set("gl_fogred", "0.3");
150                 Cvar_Set("gl_foggreen", "0.3");
151                 Cvar_Set("gl_fogblue", "0.3");
152         }
153         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
154 }
155
156 // FIXME: move this to client?
157 void FOG_registercvars(void)
158 {
159         int x;
160         double r, alpha;
161
162         if (gamemode == GAME_NEHAHRA)
163         {
164                 Cvar_RegisterVariable (&gl_fogenable);
165                 Cvar_RegisterVariable (&gl_fogdensity);
166                 Cvar_RegisterVariable (&gl_fogred);
167                 Cvar_RegisterVariable (&gl_foggreen);
168                 Cvar_RegisterVariable (&gl_fogblue);
169                 Cvar_RegisterVariable (&gl_fogstart);
170                 Cvar_RegisterVariable (&gl_fogend);
171         }
172
173         r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
174         for (x = 0;x < FOGTABLEWIDTH;x++)
175         {
176                 alpha = exp(r / ((double)x*(double)x));
177                 if (x == FOGTABLEWIDTH - 1)
178                         alpha = 1;
179                 r_refdef.fogtable[x] = bound(0, alpha, 1);
180         }
181 }
182
183 static void R_BuildBlankTextures(void)
184 {
185         unsigned char data[4];
186         data[0] = 128; // normal X
187         data[1] = 128; // normal Y
188         data[2] = 255; // normal Z
189         data[3] = 128; // height
190         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
191         data[0] = 255;
192         data[1] = 255;
193         data[2] = 255;
194         data[3] = 255;
195         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
196         data[0] = 0;
197         data[1] = 0;
198         data[2] = 0;
199         data[3] = 255;
200         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
201 }
202
203 static void R_BuildNoTexture(void)
204 {
205         int x, y;
206         unsigned char pix[16][16][4];
207         // this makes a light grey/dark grey checkerboard texture
208         for (y = 0;y < 16;y++)
209         {
210                 for (x = 0;x < 16;x++)
211                 {
212                         if ((y < 8) ^ (x < 8))
213                         {
214                                 pix[y][x][0] = 128;
215                                 pix[y][x][1] = 128;
216                                 pix[y][x][2] = 128;
217                                 pix[y][x][3] = 255;
218                         }
219                         else
220                         {
221                                 pix[y][x][0] = 64;
222                                 pix[y][x][1] = 64;
223                                 pix[y][x][2] = 64;
224                                 pix[y][x][3] = 255;
225                         }
226                 }
227         }
228         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
229 }
230
231 static void R_BuildWhiteCube(void)
232 {
233         unsigned char data[6*1*1*4];
234         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
235         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
236         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
237         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
238         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
239         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
240         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
241 }
242
243 static void R_BuildNormalizationCube(void)
244 {
245         int x, y, side;
246         vec3_t v;
247         vec_t s, t, intensity;
248 #define NORMSIZE 64
249         unsigned char data[6][NORMSIZE][NORMSIZE][4];
250         for (side = 0;side < 6;side++)
251         {
252                 for (y = 0;y < NORMSIZE;y++)
253                 {
254                         for (x = 0;x < NORMSIZE;x++)
255                         {
256                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
257                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
258                                 switch(side)
259                                 {
260                                 default:
261                                 case 0:
262                                         v[0] = 1;
263                                         v[1] = -t;
264                                         v[2] = -s;
265                                         break;
266                                 case 1:
267                                         v[0] = -1;
268                                         v[1] = -t;
269                                         v[2] = s;
270                                         break;
271                                 case 2:
272                                         v[0] = s;
273                                         v[1] = 1;
274                                         v[2] = t;
275                                         break;
276                                 case 3:
277                                         v[0] = s;
278                                         v[1] = -1;
279                                         v[2] = -t;
280                                         break;
281                                 case 4:
282                                         v[0] = s;
283                                         v[1] = -t;
284                                         v[2] = 1;
285                                         break;
286                                 case 5:
287                                         v[0] = -s;
288                                         v[1] = -t;
289                                         v[2] = -1;
290                                         break;
291                                 }
292                                 intensity = 127.0f / sqrt(DotProduct(v, v));
293                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
294                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
295                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
296                                 data[side][y][x][3] = 255;
297                         }
298                 }
299         }
300         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
301 }
302
303 static void R_BuildFogTexture(void)
304 {
305         int x, b;
306         double r, alpha;
307 #define FOGWIDTH 64
308         unsigned char data1[FOGWIDTH][4];
309         //unsigned char data2[FOGWIDTH][4];
310         r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
311         for (x = 0;x < FOGWIDTH;x++)
312         {
313                 alpha = exp(r / ((double)x*(double)x));
314                 if (x == FOGWIDTH - 1)
315                         alpha = 1;
316                 b = (int)(256.0 * alpha);
317                 b = bound(0, b, 255);
318                 data1[x][0] = 255 - b;
319                 data1[x][1] = 255 - b;
320                 data1[x][2] = 255 - b;
321                 data1[x][3] = 255;
322                 //data2[x][0] = b;
323                 //data2[x][1] = b;
324                 //data2[x][2] = b;
325                 //data2[x][3] = 255;
326         }
327         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
328         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
329 }
330
331 static const char *builtinshaderstring =
332 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
333 "// written by Forest 'LordHavoc' Hale\n"
334 "\n"
335 "// common definitions between vertex shader and fragment shader:\n"
336 "\n"
337 "#ifdef __GLSL_CG_DATA_TYPES\n"
338 "#define myhalf half\n"
339 "#define myhvec2 hvec2\n"
340 "#define myhvec3 hvec3\n"
341 "#define myhvec4 hvec4\n"
342 "#else\n"
343 "#define myhalf float\n"
344 "#define myhvec2 vec2\n"
345 "#define myhvec3 vec3\n"
346 "#define myhvec4 vec4\n"
347 "#endif\n"
348 "\n"
349 "varying vec2 TexCoord;\n"
350 "varying vec2 TexCoordLightmap;\n"
351 "\n"
352 "varying vec3 CubeVector;\n"
353 "varying vec3 LightVector;\n"
354 "varying vec3 EyeVector;\n"
355 "#ifdef USEFOG\n"
356 "varying vec3 EyeVectorModelSpace;\n"
357 "#endif\n"
358 "\n"
359 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
360 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
361 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
362 "\n"
363 "\n"
364 "\n"
365 "\n"
366 "// vertex shader specific:\n"
367 "#ifdef VERTEX_SHADER\n"
368 "\n"
369 "uniform vec3 LightPosition;\n"
370 "uniform vec3 EyePosition;\n"
371 "uniform vec3 LightDir;\n"
372 "\n"
373 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       gl_FrontColor = gl_Color;\n"
378 "       // copy the surface texcoord\n"
379 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
380 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
381 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
382 "#endif\n"
383 "\n"
384 "#ifdef MODE_LIGHTSOURCE\n"
385 "       // transform vertex position into light attenuation/cubemap space\n"
386 "       // (-1 to +1 across the light box)\n"
387 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
388 "\n"
389 "       // transform unnormalized light direction into tangent space\n"
390 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
391 "       //  normalize it per pixel)\n"
392 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
393 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
394 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
395 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
396 "#endif\n"
397 "\n"
398 "#ifdef MODE_LIGHTDIRECTION\n"
399 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
400 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
401 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
402 "#endif\n"
403 "\n"
404 "       // transform unnormalized eye direction into tangent space\n"
405 "#ifndef USEFOG\n"
406 "       vec3 EyeVectorModelSpace;\n"
407 "#endif\n"
408 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
409 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
410 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
411 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
412 "\n"
413 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
414 "       VectorS = gl_MultiTexCoord1.xyz;\n"
415 "       VectorT = gl_MultiTexCoord2.xyz;\n"
416 "       VectorR = gl_MultiTexCoord3.xyz;\n"
417 "#endif\n"
418 "\n"
419 "       // transform vertex to camera space, using ftransform to match non-VS\n"
420 "       // rendering\n"
421 "       gl_Position = ftransform();\n"
422 "}\n"
423 "\n"
424 "#endif // VERTEX_SHADER\n"
425 "\n"
426 "\n"
427 "\n"
428 "\n"
429 "// fragment shader specific:\n"
430 "#ifdef FRAGMENT_SHADER\n"
431 "\n"
432 "uniform sampler2D Texture_Normal;\n"
433 "uniform sampler2D Texture_Color;\n"
434 "uniform sampler2D Texture_Gloss;\n"
435 "uniform samplerCube Texture_Cube;\n"
436 "uniform sampler2D Texture_FogMask;\n"
437 "uniform sampler2D Texture_Pants;\n"
438 "uniform sampler2D Texture_Shirt;\n"
439 "uniform sampler2D Texture_Lightmap;\n"
440 "uniform sampler2D Texture_Deluxemap;\n"
441 "uniform sampler2D Texture_Glow;\n"
442 "\n"
443 "uniform myhvec3 LightColor;\n"
444 "uniform myhvec3 AmbientColor;\n"
445 "uniform myhvec3 DiffuseColor;\n"
446 "uniform myhvec3 SpecularColor;\n"
447 "uniform myhvec3 Color_Pants;\n"
448 "uniform myhvec3 Color_Shirt;\n"
449 "uniform myhvec3 FogColor;\n"
450 "\n"
451 "uniform myhalf GlowScale;\n"
452 "uniform myhalf SceneBrightness;\n"
453 "\n"
454 "uniform float OffsetMapping_Scale;\n"
455 "uniform float OffsetMapping_Bias;\n"
456 "uniform float FogRangeRecip;\n"
457 "\n"
458 "uniform myhalf AmbientScale;\n"
459 "uniform myhalf DiffuseScale;\n"
460 "uniform myhalf SpecularScale;\n"
461 "uniform myhalf SpecularPower;\n"
462 "\n"
463 "void main(void)\n"
464 "{\n"
465 "       // apply offsetmapping\n"
466 "#ifdef USEOFFSETMAPPING\n"
467 "       vec2 TexCoordOffset = TexCoord;\n"
468 "#define TexCoord TexCoordOffset\n"
469 "\n"
470 "       vec3 eyedir = vec3(normalize(EyeVector));\n"
471 "       float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
472 "       depthbias = 1.0 - depthbias * depthbias;\n"
473 "\n"
474 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
475 "       // 14 sample relief mapping: linear search and then binary search\n"
476 "       //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
477 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
478 "       vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
479 "       vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
480 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
481 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
482 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
483 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
484 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
485 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
486 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
487 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
488 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
489 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
490 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
491 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
492 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
493 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
494 "       TexCoord = RT.xy;\n"
495 "#elif 1\n"
496 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
497 "       //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
498 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
499 "       vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
500 "       //TexCoord += OffsetVector * 3.0;\n"
501 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
502 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
503 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
504 "#elif 0\n"
505 "       // 10 sample offset mapping\n"
506 "       //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
507 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
508 "       vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
509 "       //TexCoord += OffsetVector * 3.0;\n"
510 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
511 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
512 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
513 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
514 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
515 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
516 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
517 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
518 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
519 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
520 "#elif 1\n"
521 "       // parallax mapping as described in the paper\n"
522 "       // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
523 "       // The paper provides code in the ARB fragment program assembly language\n"
524 "       // I translated it to GLSL but may have done something wrong - SavageX\n"
525 "       // LordHavoc: removed bias and simplified to one line\n"
526 "       // LordHavoc: this is just a single sample offsetmapping...\n"
527 "       TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
528 "#else\n"
529 "       // parallax mapping as described in the paper\n"
530 "       // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
531 "       // The paper provides code in the ARB fragment program assembly language\n"
532 "       // I translated it to GLSL but may have done something wrong - SavageX\n"
533 "       float height = texture2D(Texture_Normal, TexCoord).a;\n"
534 "       height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
535 "       TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
536 "#endif\n"
537 "#endif\n"
538 "\n"
539 "       // combine the diffuse textures (base, pants, shirt)\n"
540 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
541 "#ifdef USECOLORMAPPING\n"
542 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
543 "#endif\n"
544 "\n"
545 "\n"
546 "\n"
547 "\n"
548 "#ifdef MODE_LIGHTSOURCE\n"
549 "       // light source\n"
550 "\n"
551 "       // get the surface normal and light normal\n"
552 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
553 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
554 "\n"
555 "       // calculate directional shading\n"
556 "       color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
557 "#ifdef USESPECULAR\n"
558 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
559 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
560 "#endif\n"
561 "\n"
562 "#ifdef USECUBEFILTER\n"
563 "       // apply light cubemap filter\n"
564 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
565 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
566 "#endif\n"
567 "\n"
568 "       // apply light color\n"
569 "       color.rgb *= LightColor;\n"
570 "\n"
571 "       // apply attenuation\n"
572 "       //\n"
573 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
574 "       // center and sharp falloff at the edge, this is about the most efficient\n"
575 "       // we can get away with as far as providing illumination.\n"
576 "       //\n"
577 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
578 "       // provide significant illumination, large = slow = pain.\n"
579 "       color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
580 "\n"
581 "\n"
582 "\n"
583 "\n"
584 "#elif defined(MODE_LIGHTDIRECTION)\n"
585 "       // directional model lighting\n"
586 "\n"
587 "       // get the surface normal and light normal\n"
588 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
589 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
590 "\n"
591 "       // calculate directional shading\n"
592 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
593 "#ifdef USESPECULAR\n"
594 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
595 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
596 "#endif\n"
597 "\n"
598 "\n"
599 "\n"
600 "\n"
601 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
602 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
603 "\n"
604 "       // get the surface normal and light normal\n"
605 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
606 "\n"
607 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
608 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
609 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
610 "#else\n"
611 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
612 "#endif\n"
613 "       // calculate directional shading\n"
614 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
615 "#ifdef USESPECULAR\n"
616 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
617 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
618 "#endif\n"
619 "\n"
620 "       // apply lightmap color\n"
621 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
622 "\n"
623 "\n"
624 "#else // MODE none (lightmap)\n"
625 "       // apply lightmap color\n"
626 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
627 "#endif // MODE\n"
628 "\n"
629 "       color *= myhvec4(gl_Color);\n"
630 "\n"
631 "#ifdef USEGLOW\n"
632 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
633 "#endif\n"
634 "\n"
635 "#ifdef USEFOG\n"
636 "       // apply fog\n"
637 "       myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
638 "       color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
639 "#endif\n"
640 "\n"
641 "       color.rgb *= SceneBrightness;\n"
642 "\n"
643 "       gl_FragColor = vec4(color);\n"
644 "}\n"
645 "\n"
646 "#endif // FRAGMENT_SHADER\n"
647 ;
648
649 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
650 const char *permutationinfo[][2] =
651 {
652         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
653         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
654         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
655         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
656         {"#define USEGLOW\n", " glow"},
657         {"#define USEFOG\n", " fog"},
658         {"#define USECOLORMAPPING\n", " colormapping"},
659         {"#define USESPECULAR\n", " specular"},
660         {"#define USECUBEFILTER\n", " cubefilter"},
661         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
662         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
663         {NULL, NULL}
664 };
665
666 void R_GLSL_CompilePermutation(int permutation)
667 {
668         int i;
669         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
670         int vertstrings_count;
671         int fragstrings_count;
672         char *shaderstring;
673         const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
674         const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
675         char permutationname[256];
676         if (p->compiled)
677                 return;
678         p->compiled = true;
679         vertstrings_list[0] = "#define VERTEX_SHADER\n";
680         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
681         vertstrings_count = 1;
682         fragstrings_count = 1;
683         permutationname[0] = 0;
684         for (i = 0;permutationinfo[i][0];i++)
685         {
686                 if (permutation & (1<<i))
687                 {
688                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
689                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
690                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
691                 }
692                 else
693                 {
694                         // keep line numbers correct
695                         vertstrings_list[vertstrings_count++] = "\n";
696                         fragstrings_list[fragstrings_count++] = "\n";
697                 }
698         }
699         shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
700         if (shaderstring)
701         {
702                 Con_DPrintf("GLSL shader text loaded from disk\n");
703                 vertstrings_list[vertstrings_count++] = shaderstring;
704                 fragstrings_list[fragstrings_count++] = shaderstring;
705         }
706         else
707         {
708                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
709                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
710         }
711         p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
712         if (p->program)
713         {
714                 CHECKGLERROR
715                 qglUseProgramObjectARB(p->program);CHECKGLERROR
716                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
717                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
718                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
719                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
720                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
721                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
722                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
723                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
724                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
725                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
726                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
727                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
728                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
729                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
730                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
731                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
732                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
733                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
734                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
735                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
736                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
737                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
738                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
739                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
740                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
741                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
742                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
743                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
744                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
745                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
746                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
747                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
748                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
749                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
750                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
751                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
752                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
753                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
754                 CHECKGLERROR
755                 qglUseProgramObjectARB(0);CHECKGLERROR
756         }
757         else
758                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
759         if (shaderstring)
760                 Mem_Free(shaderstring);
761 }
762
763 void R_GLSL_Restart_f(void)
764 {
765         int i;
766         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
767                 if (r_glsl_permutations[i].program)
768                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
769         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
770 }
771
772 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
773 {
774         // select a permutation of the lighting shader appropriate to this
775         // combination of texture, entity, light source, and fogging, only use the
776         // minimum features necessary to avoid wasting rendering time in the
777         // fragment shader on features that are not being used
778         int permutation = 0;
779         float specularscale = rsurface_texture->specularscale;
780         r_glsl_permutation = NULL;
781         if (r_shadow_rtlight)
782         {
783                 permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
784                 specularscale *= r_shadow_rtlight->specularscale;
785                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
786                         permutation |= SHADERPERMUTATION_CUBEFILTER;
787         }
788         else
789         {
790                 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
791                 {
792                         if (modellighting)
793                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
794                         else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
795                         {
796                                 if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
797                                 {
798                                         if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
799                                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
800                                         else
801                                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
802                                 }
803                                 else if (r_glsl_deluxemapping.integer >= 2) // fake mode
804                                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
805                         }
806                 }
807                 if (rsurface_texture->skin.glow)
808                         permutation |= SHADERPERMUTATION_GLOW;
809         }
810         if (specularscale > 0)
811                 permutation |= SHADERPERMUTATION_SPECULAR;
812         if (r_refdef.fogenabled)
813                 permutation |= SHADERPERMUTATION_FOG;
814         if (rsurface_texture->colormapping)
815                 permutation |= SHADERPERMUTATION_COLORMAPPING;
816         if (r_glsl_offsetmapping.integer)
817         {
818                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
819                 if (r_glsl_offsetmapping_reliefmapping.integer)
820                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
821         }
822         if (!r_glsl_permutations[permutation].program)
823         {
824                 if (!r_glsl_permutations[permutation].compiled)
825                         R_GLSL_CompilePermutation(permutation);
826                 if (!r_glsl_permutations[permutation].program)
827                 {
828                         // remove features until we find a valid permutation
829                         int i;
830                         for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
831                         {
832                                 // reduce i more quickly whenever it would not remove any bits
833                                 if (permutation < i)
834                                         continue;
835                                 permutation &= i;
836                                 if (!r_glsl_permutations[permutation].compiled)
837                                         R_GLSL_CompilePermutation(permutation);
838                                 if (r_glsl_permutations[permutation].program)
839                                         break;
840                                 if (!i)
841                                         return 0; // utterly failed
842                         }
843                 }
844         }
845         r_glsl_permutation = r_glsl_permutations + permutation;
846         CHECKGLERROR
847         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
848         R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
849         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
850         {
851                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
852                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
853                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
854                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
855                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
856                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
857         }
858         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
859         {
860                 if (r_glsl_permutation->loc_AmbientColor >= 0)
861                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
862                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
863                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
864                 if (r_glsl_permutation->loc_SpecularColor >= 0)
865                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
866                 if (r_glsl_permutation->loc_LightDir >= 0)
867                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
868         }
869         else
870         {
871                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
872                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
873                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
874         }
875         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
876         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
877         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
878         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
879         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
880         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
881         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
882         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
883         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
884         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
885         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
886         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
887         if (r_glsl_permutation->loc_FogColor >= 0)
888         {
889                 // additive passes are only darkened by fog, not tinted
890                 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
891                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
892                 else
893                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
894         }
895         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
896         if (r_glsl_permutation->loc_Color_Pants >= 0)
897         {
898                 if (rsurface_texture->skin.pants)
899                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
900                 else
901                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
902         }
903         if (r_glsl_permutation->loc_Color_Shirt >= 0)
904         {
905                 if (rsurface_texture->skin.shirt)
906                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
907                 else
908                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
909         }
910         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
911         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
912         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
913         CHECKGLERROR
914         return permutation;
915 }
916
917 void R_SwitchSurfaceShader(int permutation)
918 {
919         if (r_glsl_permutation != r_glsl_permutations + permutation)
920         {
921                 r_glsl_permutation = r_glsl_permutations + permutation;
922                 CHECKGLERROR
923                 qglUseProgramObjectARB(r_glsl_permutation->program);
924                 CHECKGLERROR
925         }
926 }
927
928 void gl_main_start(void)
929 {
930         r_main_texturepool = R_AllocTexturePool();
931         r_bloom_texture_screen = NULL;
932         r_bloom_texture_bloom = NULL;
933         R_BuildBlankTextures();
934         R_BuildNoTexture();
935         if (gl_texturecubemap)
936         {
937                 R_BuildWhiteCube();
938                 R_BuildNormalizationCube();
939         }
940         R_BuildFogTexture();
941         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
942 }
943
944 void gl_main_shutdown(void)
945 {
946         R_FreeTexturePool(&r_main_texturepool);
947         r_bloom_texture_screen = NULL;
948         r_bloom_texture_bloom = NULL;
949         r_texture_blanknormalmap = NULL;
950         r_texture_white = NULL;
951         r_texture_black = NULL;
952         r_texture_whitecube = NULL;
953         r_texture_normalizationcube = NULL;
954         R_GLSL_Restart_f();
955 }
956
957 extern void CL_ParseEntityLump(char *entitystring);
958 void gl_main_newmap(void)
959 {
960         // FIXME: move this code to client
961         int l;
962         char *entities, entname[MAX_QPATH];
963         if (cl.worldmodel)
964         {
965                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
966                 l = (int)strlen(entname) - 4;
967                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
968                 {
969                         strcpy(entname + l, ".ent");
970                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
971                         {
972                                 CL_ParseEntityLump(entities);
973                                 Mem_Free(entities);
974                                 return;
975                         }
976                 }
977                 if (cl.worldmodel->brush.entities)
978                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
979         }
980 }
981
982 void GL_Main_Init(void)
983 {
984         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
985
986         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
987         FOG_registercvars(); // FIXME: move this fog stuff to client?
988         Cvar_RegisterVariable(&r_nearclip);
989         Cvar_RegisterVariable(&r_showsurfaces);
990         Cvar_RegisterVariable(&r_showtris);
991         Cvar_RegisterVariable(&r_shownormals);
992         Cvar_RegisterVariable(&r_showlighting);
993         Cvar_RegisterVariable(&r_showshadowvolumes);
994         Cvar_RegisterVariable(&r_showcollisionbrushes);
995         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
996         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
997         Cvar_RegisterVariable(&r_showdisabledepthtest);
998         Cvar_RegisterVariable(&r_drawportals);
999         Cvar_RegisterVariable(&r_drawentities);
1000         Cvar_RegisterVariable(&r_drawviewmodel);
1001         Cvar_RegisterVariable(&r_speeds);
1002         Cvar_RegisterVariable(&r_fullbrights);
1003         Cvar_RegisterVariable(&r_wateralpha);
1004         Cvar_RegisterVariable(&r_dynamic);
1005         Cvar_RegisterVariable(&r_fullbright);
1006         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1007         Cvar_RegisterVariable(&r_textureunits);
1008         Cvar_RegisterVariable(&r_glsl);
1009         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1010         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1011         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1012         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1013         Cvar_RegisterVariable(&r_lerpsprites);
1014         Cvar_RegisterVariable(&r_lerpmodels);
1015         Cvar_RegisterVariable(&r_waterscroll);
1016         Cvar_RegisterVariable(&r_bloom);
1017         Cvar_RegisterVariable(&r_bloom_intensity);
1018         Cvar_RegisterVariable(&r_bloom_blur);
1019         Cvar_RegisterVariable(&r_bloom_resolution);
1020         Cvar_RegisterVariable(&r_bloom_power);
1021         Cvar_RegisterVariable(&r_hdr);
1022         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1023         Cvar_RegisterVariable(&r_hdr_bloomintensity);
1024         Cvar_RegisterVariable(&r_hdr_glowintensity);
1025         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1026         Cvar_RegisterVariable(&developer_texturelogging);
1027         Cvar_RegisterVariable(&gl_lightmaps);
1028         Cvar_RegisterVariable(&r_test);
1029         Cvar_RegisterVariable(&r_batchmode);
1030         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1031                 Cvar_SetValue("r_fullbrights", 0);
1032         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1033 }
1034
1035 extern void R_Textures_Init(void);
1036 extern void GL_Draw_Init(void);
1037 extern void GL_Main_Init(void);
1038 extern void R_Shadow_Init(void);
1039 extern void R_Sky_Init(void);
1040 extern void GL_Surf_Init(void);
1041 extern void R_Light_Init(void);
1042 extern void R_Particles_Init(void);
1043 extern void R_Explosion_Init(void);
1044 extern void gl_backend_init(void);
1045 extern void Sbar_Init(void);
1046 extern void R_LightningBeams_Init(void);
1047 extern void Mod_RenderInit(void);
1048
1049 void Render_Init(void)
1050 {
1051         gl_backend_init();
1052         R_Textures_Init();
1053         GL_Main_Init();
1054         GL_Draw_Init();
1055         R_Shadow_Init();
1056         R_Sky_Init();
1057         GL_Surf_Init();
1058         Sbar_Init();
1059         R_Light_Init();
1060         R_Particles_Init();
1061         R_Explosion_Init();
1062         R_LightningBeams_Init();
1063         Mod_RenderInit();
1064 }
1065
1066 /*
1067 ===============
1068 GL_Init
1069 ===============
1070 */
1071 extern char *ENGINE_EXTENSIONS;
1072 void GL_Init (void)
1073 {
1074         VID_CheckExtensions();
1075
1076         // LordHavoc: report supported extensions
1077         Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
1078
1079         // clear to black (loading plaque will be seen over this)
1080         CHECKGLERROR
1081         qglClearColor(0,0,0,1);CHECKGLERROR
1082         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1083 }
1084
1085 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1086 {
1087         int i;
1088         mplane_t *p;
1089         for (i = 0;i < 4;i++)
1090         {
1091                 p = r_view.frustum + i;
1092                 switch(p->signbits)
1093                 {
1094                 default:
1095                 case 0:
1096                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1097                                 return true;
1098                         break;
1099                 case 1:
1100                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1101                                 return true;
1102                         break;
1103                 case 2:
1104                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1105                                 return true;
1106                         break;
1107                 case 3:
1108                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1109                                 return true;
1110                         break;
1111                 case 4:
1112                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1113                                 return true;
1114                         break;
1115                 case 5:
1116                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1117                                 return true;
1118                         break;
1119                 case 6:
1120                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1121                                 return true;
1122                         break;
1123                 case 7:
1124                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1125                                 return true;
1126                         break;
1127                 }
1128         }
1129         return false;
1130 }
1131
1132 //==================================================================================
1133
1134 static void R_UpdateEntityLighting(entity_render_t *ent)
1135 {
1136         vec3_t tempdiffusenormal;
1137         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1138         VectorClear(ent->modellight_diffuse);
1139         VectorClear(ent->modellight_lightdir);
1140         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1141                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1142         else // highly rare
1143                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1144         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1145         VectorNormalize(ent->modellight_lightdir);
1146         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1147         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1148         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1149         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1150         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1151         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1152 }
1153
1154 static void R_View_UpdateEntityVisible (void)
1155 {
1156         int i, renderimask;
1157         entity_render_t *ent;
1158
1159         if (!r_drawentities.integer)
1160                 return;
1161
1162         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1163         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1164         {
1165                 // worldmodel can check visibility
1166                 for (i = 0;i < r_refdef.numentities;i++)
1167                 {
1168                         ent = r_refdef.entities[i];
1169                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1170                 }
1171         }
1172         else
1173         {
1174                 // no worldmodel or it can't check visibility
1175                 for (i = 0;i < r_refdef.numentities;i++)
1176                 {
1177                         ent = r_refdef.entities[i];
1178                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST);
1179                 }
1180         }
1181 }
1182
1183 // only used if skyrendermasked, and normally returns false
1184 int R_DrawBrushModelsSky (void)
1185 {
1186         int i, sky;
1187         entity_render_t *ent;
1188
1189         if (!r_drawentities.integer)
1190                 return false;
1191
1192         sky = false;
1193         for (i = 0;i < r_refdef.numentities;i++)
1194         {
1195                 if (!r_viewcache.entityvisible[i])
1196                         continue;
1197                 ent = r_refdef.entities[i];
1198                 if (!ent->model || !ent->model->DrawSky)
1199                         continue;
1200                 ent->model->DrawSky(ent);
1201                 sky = true;
1202         }
1203         return sky;
1204 }
1205
1206 void R_DrawNoModel(entity_render_t *ent);
1207 void R_DrawModels(void)
1208 {
1209         int i;
1210         entity_render_t *ent;
1211
1212         if (!r_drawentities.integer)
1213                 return;
1214
1215         for (i = 0;i < r_refdef.numentities;i++)
1216         {
1217                 if (!r_viewcache.entityvisible[i])
1218                         continue;
1219                 ent = r_refdef.entities[i];
1220                 r_refdef.stats.entities++;
1221                 if (ent->model && ent->model->Draw != NULL)
1222                         ent->model->Draw(ent);
1223                 else
1224                         R_DrawNoModel(ent);
1225         }
1226 }
1227
1228 static void R_View_SetFrustum(void)
1229 {
1230         // break apart the view matrix into vectors for various purposes
1231         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1232         VectorNegate(r_view.left, r_view.right);
1233
1234 #if 0
1235         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1236         r_view.frustum[0].normal[1] = 0 - 0;
1237         r_view.frustum[0].normal[2] = -1 - 0;
1238         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1239         r_view.frustum[1].normal[1] = 0 + 0;
1240         r_view.frustum[1].normal[2] = -1 + 0;
1241         r_view.frustum[2].normal[0] = 0 - 0;
1242         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1243         r_view.frustum[2].normal[2] = -1 - 0;
1244         r_view.frustum[3].normal[0] = 0 + 0;
1245         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1246         r_view.frustum[3].normal[2] = -1 + 0;
1247 #endif
1248
1249 #if 0
1250         zNear = r_refdef.nearclip;
1251         nudge = 1.0 - 1.0 / (1<<23);
1252         r_view.frustum[4].normal[0] = 0 - 0;
1253         r_view.frustum[4].normal[1] = 0 - 0;
1254         r_view.frustum[4].normal[2] = -1 - -nudge;
1255         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1256         r_view.frustum[5].normal[0] = 0 + 0;
1257         r_view.frustum[5].normal[1] = 0 + 0;
1258         r_view.frustum[5].normal[2] = -1 + -nudge;
1259         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1260 #endif
1261
1262
1263
1264 #if 0
1265         r_view.frustum[0].normal[0] = m[3] - m[0];
1266         r_view.frustum[0].normal[1] = m[7] - m[4];
1267         r_view.frustum[0].normal[2] = m[11] - m[8];
1268         r_view.frustum[0].dist = m[15] - m[12];
1269
1270         r_view.frustum[1].normal[0] = m[3] + m[0];
1271         r_view.frustum[1].normal[1] = m[7] + m[4];
1272         r_view.frustum[1].normal[2] = m[11] + m[8];
1273         r_view.frustum[1].dist = m[15] + m[12];
1274
1275         r_view.frustum[2].normal[0] = m[3] - m[1];
1276         r_view.frustum[2].normal[1] = m[7] - m[5];
1277         r_view.frustum[2].normal[2] = m[11] - m[9];
1278         r_view.frustum[2].dist = m[15] - m[13];
1279
1280         r_view.frustum[3].normal[0] = m[3] + m[1];
1281         r_view.frustum[3].normal[1] = m[7] + m[5];
1282         r_view.frustum[3].normal[2] = m[11] + m[9];
1283         r_view.frustum[3].dist = m[15] + m[13];
1284
1285         r_view.frustum[4].normal[0] = m[3] - m[2];
1286         r_view.frustum[4].normal[1] = m[7] - m[6];
1287         r_view.frustum[4].normal[2] = m[11] - m[10];
1288         r_view.frustum[4].dist = m[15] - m[14];
1289
1290         r_view.frustum[5].normal[0] = m[3] + m[2];
1291         r_view.frustum[5].normal[1] = m[7] + m[6];
1292         r_view.frustum[5].normal[2] = m[11] + m[10];
1293         r_view.frustum[5].dist = m[15] + m[14];
1294 #endif
1295
1296
1297
1298         VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1299         VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1300         VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1301         VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1302         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1303         VectorNormalize(r_view.frustum[0].normal);
1304         VectorNormalize(r_view.frustum[1].normal);
1305         VectorNormalize(r_view.frustum[2].normal);
1306         VectorNormalize(r_view.frustum[3].normal);
1307         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1308         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1309         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1310         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1311         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1312         PlaneClassify(&r_view.frustum[0]);
1313         PlaneClassify(&r_view.frustum[1]);
1314         PlaneClassify(&r_view.frustum[2]);
1315         PlaneClassify(&r_view.frustum[3]);
1316         PlaneClassify(&r_view.frustum[4]);
1317
1318         // LordHavoc: note to all quake engine coders, Quake had a special case
1319         // for 90 degrees which assumed a square view (wrong), so I removed it,
1320         // Quake2 has it disabled as well.
1321
1322         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1323         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1324         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1325         //PlaneClassify(&frustum[0]);
1326
1327         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1328         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1329         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1330         //PlaneClassify(&frustum[1]);
1331
1332         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1333         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1334         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1335         //PlaneClassify(&frustum[2]);
1336
1337         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1338         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1339         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1340         //PlaneClassify(&frustum[3]);
1341
1342         // nearclip plane
1343         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1344         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1345         //PlaneClassify(&frustum[4]);
1346 }
1347
1348 void R_View_Update(void)
1349 {
1350         R_View_SetFrustum();
1351         R_View_WorldVisibility();
1352         R_View_UpdateEntityVisible();
1353 }
1354
1355 void R_ResetViewRendering(void)
1356 {
1357         if (gl_support_fragment_shader)
1358         {
1359                 qglUseProgramObjectARB(0);CHECKGLERROR
1360         }
1361
1362         // GL is weird because it's bottom to top, r_view.y is top to bottom
1363         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1364         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1365         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1366         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1367         GL_ScissorTest(true);
1368         GL_DepthMask(true);
1369         GL_DepthTest(true);
1370         R_Mesh_Matrix(&identitymatrix);
1371         R_Mesh_ResetTextureState();
1372 }
1373
1374 void R_RenderScene(void);
1375
1376 void R_Bloom_MakeTexture(qboolean darken)
1377 {
1378         int screenwidth, screenheight;
1379         int screentexturewidth, screentextureheight;
1380         int bloomtexturewidth, bloomtextureheight;
1381         int bloomwidth, bloomheight, x, range;
1382         float xoffset, yoffset, r;
1383         float vertex3f[12];
1384         float texcoord2f[3][8];
1385
1386         // set bloomwidth and bloomheight to the bloom resolution that will be
1387         // used (often less than the screen resolution for faster rendering)
1388         bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1389         bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
1390
1391         // set the (poorly named) screenwidth and screenheight variables to
1392         // a power of 2 at least as large as the screen, these will define the
1393         // size of the texture to allocate
1394         for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1395         for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1396
1397         r_refdef.stats.bloom++;
1398
1399         // allocate textures as needed
1400         // TODO: reallocate these when size settings change
1401         if (!r_bloom_texture_screen)
1402                 r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1403         if (!r_bloom_texture_bloom)
1404                 r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1405
1406         screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
1407         screentextureheight = R_TextureHeight(r_bloom_texture_screen);
1408         bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
1409         bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
1410
1411         // vertex coordinates for a quad that covers the screen exactly
1412         vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1413         vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1414         vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1415         vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1416
1417         // set up a texcoord array for the full resolution screen image
1418         // (we have to keep this around to copy back during final render)
1419         texcoord2f[0][0] = 0;
1420         texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
1421         texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
1422         texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
1423         texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
1424         texcoord2f[0][5] = 0;
1425         texcoord2f[0][6] = 0;
1426         texcoord2f[0][7] = 0;
1427
1428         // set up a texcoord array for the reduced resolution bloom image
1429         // (which will be additive blended over the screen image)
1430         texcoord2f[1][0] = 0;
1431         texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
1432         texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
1433         texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
1434         texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
1435         texcoord2f[1][5] = 0;
1436         texcoord2f[1][6] = 0;
1437         texcoord2f[1][7] = 0;
1438
1439         R_ResetViewRendering();
1440         GL_DepthTest(false);
1441         R_Mesh_VertexPointer(vertex3f);
1442         R_Mesh_ColorPointer(NULL);
1443
1444         R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1445         R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1446
1447         // copy view into the screen texture
1448         GL_ActiveTexture(0);
1449         CHECKGLERROR
1450         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1451         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1452
1453         // now scale it down to the bloom texture size
1454         CHECKGLERROR
1455         qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1456         GL_BlendFunc(GL_ONE, GL_ZERO);
1457         GL_Color(1, 1, 1, 1);
1458         // TODO: optimize with multitexture or GLSL
1459         R_Mesh_Draw(0, 4, 2, polygonelements);
1460         r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1461
1462         if (darken)
1463         {
1464                 // raise to a power of itself to darken it (this leaves the really
1465                 // bright stuff bright, and everything else becomes very dark)
1466                 // render multiple times with a multiply blendfunc to raise to a power
1467                 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
1468                 for (x = 1;x < r_bloom_power.integer;x++)
1469                 {
1470                         R_Mesh_Draw(0, 4, 2, polygonelements);
1471                         r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1472                 }
1473         }
1474
1475         // we now have a darkened bloom image in the framebuffer
1476         // copy it into the bloom image texture for more processing
1477         R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1478         R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
1479         GL_ActiveTexture(0);
1480         CHECKGLERROR
1481         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1482         r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1483
1484         // blend on at multiple vertical offsets to achieve a vertical blur
1485         // TODO: do offset blends using GLSL
1486         range = r_bloom_blur.integer * bloomwidth / 320;
1487         GL_BlendFunc(GL_ONE, GL_ZERO);
1488         for (x = -range;x <= range;x++)
1489         {
1490                 xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1491                 yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
1492                 // compute a texcoord array with the specified x and y offset
1493                 texcoord2f[2][0] = xoffset+0;
1494                 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1495                 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1496                 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1497                 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1498                 texcoord2f[2][5] = yoffset+0;
1499                 texcoord2f[2][6] = xoffset+0;
1500                 texcoord2f[2][7] = yoffset+0;
1501                 // this r value looks like a 'dot' particle, fading sharply to
1502                 // black at the edges
1503                 // (probably not realistic but looks good enough)
1504                 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1505                 if (r < 0.01f)
1506                         continue;
1507                 GL_Color(r, r, r, 1);
1508                 R_Mesh_Draw(0, 4, 2, polygonelements);
1509                 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1510                 GL_BlendFunc(GL_ONE, GL_ONE);
1511         }
1512
1513         // copy the vertically blurred bloom view to a texture
1514         GL_ActiveTexture(0);
1515         CHECKGLERROR
1516         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1517         r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1518
1519         // blend the vertically blurred image at multiple offsets horizontally
1520         // to finish the blur effect
1521         // TODO: do offset blends using GLSL
1522         range = r_bloom_blur.integer * bloomwidth / 320;
1523         GL_BlendFunc(GL_ONE, GL_ZERO);
1524         for (x = -range;x <= range;x++)
1525         {
1526                 xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1527                 yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
1528                 // compute a texcoord array with the specified x and y offset
1529                 texcoord2f[2][0] = xoffset+0;
1530                 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1531                 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1532                 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1533                 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1534                 texcoord2f[2][5] = yoffset+0;
1535                 texcoord2f[2][6] = xoffset+0;
1536                 texcoord2f[2][7] = yoffset+0;
1537                 // this r value looks like a 'dot' particle, fading sharply to
1538                 // black at the edges
1539                 // (probably not realistic but looks good enough)
1540                 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1541                 if (r < 0.01f)
1542                         continue;
1543                 GL_Color(r, r, r, 1);
1544                 R_Mesh_Draw(0, 4, 2, polygonelements);
1545                 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1546                 GL_BlendFunc(GL_ONE, GL_ONE);
1547         }
1548
1549         // copy the blurred bloom view to a texture
1550         GL_ActiveTexture(0);
1551         CHECKGLERROR
1552         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1553         r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1554 }
1555
1556 void R_HDR_RenderBloomTexture(void)
1557 {
1558         int oldwidth, oldheight;
1559
1560         oldwidth = r_view.width;
1561         oldheight = r_view.height;
1562         r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
1563         r_view.height = r_view.width * oldheight / oldwidth;
1564
1565         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
1566         // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
1567         // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
1568         // TODO: add exposure compensation features
1569
1570         r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
1571         R_RenderScene();
1572
1573         R_ResetViewRendering();
1574
1575         R_Bloom_MakeTexture(false);
1576
1577         R_ClearScreen();
1578         if (r_timereport_active)
1579                 R_TimeReport("clear");
1580
1581         // restore the view settings
1582         r_view.width = oldwidth;
1583         r_view.height = oldheight;
1584
1585         // go back to full view area
1586         R_ResetViewRendering();
1587 }
1588
1589 static void R_BlendView(void)
1590 {
1591         int screenwidth, screenheight;
1592         int bloomwidth, bloomheight;
1593         qboolean dobloom;
1594         qboolean dohdr;
1595         qboolean doblend;
1596         float vertex3f[12];
1597         float texcoord2f[3][8];
1598
1599         // set the (poorly named) screenwidth and screenheight variables to
1600         // a power of 2 at least as large as the screen, these will define the
1601         // size of the texture to allocate
1602         for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1603         for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1604
1605         doblend = r_refdef.viewblend[3] >= 0.01f;
1606         dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1607         dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1608
1609         if (!dobloom && !dohdr && !doblend)
1610                 return;
1611
1612         // vertex coordinates for a quad that covers the screen exactly
1613         vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1614         vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1615         vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1616         vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1617
1618         // set bloomwidth and bloomheight to the bloom resolution that will be
1619         // used (often less than the screen resolution for faster rendering)
1620         bloomwidth = min(r_view.width, r_bloom_resolution.integer);
1621         bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
1622         // set up a texcoord array for the full resolution screen image
1623         // (we have to keep this around to copy back during final render)
1624         texcoord2f[0][0] = 0;
1625         texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
1626         texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
1627         texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
1628         texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
1629         texcoord2f[0][5] = 0;
1630         texcoord2f[0][6] = 0;
1631         texcoord2f[0][7] = 0;
1632         // set up a texcoord array for the reduced resolution bloom image
1633         // (which will be additive blended over the screen image)
1634         texcoord2f[1][0] = 0;
1635         texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
1636         texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
1637         texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
1638         texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
1639         texcoord2f[1][5] = 0;
1640         texcoord2f[1][6] = 0;
1641         texcoord2f[1][7] = 0;
1642
1643         if (dohdr)
1644         {
1645                 // render high dynamic range bloom effect
1646                 // the bloom texture was made earlier this render, so we just need to
1647                 // blend it onto the screen...
1648                 R_ResetViewRendering();
1649                 GL_DepthTest(false);
1650                 R_Mesh_VertexPointer(vertex3f);
1651                 R_Mesh_ColorPointer(NULL);
1652                 GL_Color(1, 1, 1, 1);
1653                 GL_BlendFunc(GL_ONE, GL_ONE);
1654                 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1655                 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1656                 R_Mesh_Draw(0, 4, 2, polygonelements);
1657                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1658         }
1659         if (dobloom)
1660         {
1661                 // render simple bloom effect
1662                 // make the bloom texture
1663                 R_Bloom_MakeTexture(true);
1664                 // put the original screen image back in place and blend the bloom
1665                 // texture on it
1666                 R_ResetViewRendering();
1667                 GL_DepthTest(false);
1668                 R_Mesh_VertexPointer(vertex3f);
1669                 R_Mesh_ColorPointer(NULL);
1670                 GL_Color(1, 1, 1, 1);
1671                 GL_BlendFunc(GL_ONE, GL_ZERO);
1672                 // do both in one pass if possible
1673                 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1674                 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1675                 if (r_textureunits.integer >= 2 && gl_combine.integer)
1676                 {
1677                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1678                         R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
1679                         R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
1680                 }
1681                 else
1682                 {
1683                         R_Mesh_Draw(0, 4, 2, polygonelements);
1684                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1685                         // now blend on the bloom texture
1686                         GL_BlendFunc(GL_ONE, GL_ONE);
1687                         R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1688                         R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1689                 }
1690                 R_Mesh_Draw(0, 4, 2, polygonelements);
1691                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1692         }
1693         if (doblend)
1694         {
1695                 // apply a color tint to the whole view
1696                 R_ResetViewRendering();
1697                 GL_DepthTest(false);
1698                 R_Mesh_VertexPointer(vertex3f);
1699                 R_Mesh_ColorPointer(NULL);
1700                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1701                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1702                 R_Mesh_Draw(0, 4, 2, polygonelements);
1703         }
1704 }
1705
1706 void R_RenderScene(void);
1707
1708 matrix4x4_t r_waterscrollmatrix;
1709
1710 void R_UpdateVariables(void)
1711 {
1712         int i;
1713
1714         R_Textures_Frame();
1715
1716         r_refdef.farclip = 4096;
1717         if (r_refdef.worldmodel)
1718                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
1719         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
1720
1721         r_refdef.polygonfactor = 0;
1722         r_refdef.polygonoffset = 0;
1723         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
1724         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
1725
1726         r_refdef.rtworld = r_shadow_realtime_world.integer;
1727         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1728         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1729         r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1730         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1731         if (r_showsurfaces.integer)
1732         {
1733                 r_refdef.rtworld = false;
1734                 r_refdef.rtworldshadows = false;
1735                 r_refdef.rtdlight = false;
1736                 r_refdef.rtdlightshadows = false;
1737                 r_refdef.lightmapintensity = 0;
1738         }
1739
1740         if (gamemode == GAME_NEHAHRA)
1741         {
1742                 if (gl_fogenable.integer)
1743                 {
1744                         r_refdef.oldgl_fogenable = true;
1745                         r_refdef.fog_density = gl_fogdensity.value;
1746                         r_refdef.fog_red = gl_fogred.value;
1747                         r_refdef.fog_green = gl_foggreen.value;
1748                         r_refdef.fog_blue = gl_fogblue.value;
1749                 }
1750                 else if (r_refdef.oldgl_fogenable)
1751                 {
1752                         r_refdef.oldgl_fogenable = false;
1753                         r_refdef.fog_density = 0;
1754                         r_refdef.fog_red = 0;
1755                         r_refdef.fog_green = 0;
1756                         r_refdef.fog_blue = 0;
1757                 }
1758         }
1759         if (r_refdef.fog_density)
1760         {
1761                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
1762                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
1763                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
1764         }
1765         if (r_refdef.fog_density)
1766         {
1767                 r_refdef.fogenabled = true;
1768                 // this is the point where the fog reaches 0.9986 alpha, which we
1769                 // consider a good enough cutoff point for the texture
1770                 // (0.9986 * 256 == 255.6)
1771                 r_refdef.fogrange = 400 / r_refdef.fog_density;
1772                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
1773                 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
1774                 // fog color was already set
1775         }
1776         else
1777                 r_refdef.fogenabled = false;
1778
1779         // update some cached entity properties...
1780         for (i = 0;i < r_refdef.numentities;i++)
1781         {
1782                 entity_render_t *ent = r_refdef.entities[i];
1783                 // some of the renderer still relies on origin...
1784                 Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
1785                 // some of the renderer still relies on scale...
1786                 ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
1787                 R_UpdateEntityLighting(ent);
1788         }
1789 }
1790
1791 /*
1792 ================
1793 R_RenderView
1794 ================
1795 */
1796 void R_RenderView(void)
1797 {
1798         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1799                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1800
1801         CHECKGLERROR
1802         if (r_timereport_active)
1803                 R_TimeReport("setup");
1804
1805         R_View_Update();
1806         if (r_timereport_active)
1807                 R_TimeReport("visibility");
1808
1809         // GL is weird because it's bottom to top, r_view.y is top to bottom
1810         R_ResetViewRendering();
1811
1812         R_ClearScreen();
1813         if (r_timereport_active)
1814                 R_TimeReport("clear");
1815
1816         // this produces a bloom texture to be used in R_BlendView() later
1817         if (r_hdr.integer)
1818                 R_HDR_RenderBloomTexture();
1819
1820         r_view.colorscale = r_hdr_scenebrightness.value;
1821         R_RenderScene();
1822
1823         R_BlendView();
1824         if (r_timereport_active)
1825                 R_TimeReport("blendview");
1826
1827         GL_Scissor(0, 0, vid.width, vid.height);
1828         GL_ScissorTest(false);
1829         CHECKGLERROR
1830 }
1831
1832 //[515]: csqc
1833 void CSQC_R_ClearScreen (void)
1834 {
1835         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1836                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1837
1838         CHECKGLERROR
1839         GL_ScissorTest(true);
1840         GL_DepthMask(true);
1841         if (r_timereport_active)
1842                 R_TimeReport("setup");
1843
1844         R_View_Update();
1845         if (r_timereport_active)
1846                 R_TimeReport("visibility");
1847
1848         R_ResetViewRendering();
1849
1850         R_ClearScreen();
1851         if (r_timereport_active)
1852                 R_TimeReport("clear");
1853         CHECKGLERROR
1854 }
1855
1856 //[515]: csqc
1857 void CSQC_R_RenderScene (void)
1858 {
1859         R_ResetViewRendering();
1860
1861         R_ClearScreen();
1862         if (r_timereport_active)
1863                 R_TimeReport("clear");
1864
1865         // this produces a bloom texture to be used in R_BlendView() later
1866         if (r_hdr.integer)
1867                 R_HDR_RenderBloomTexture();
1868
1869         r_view.colorscale = r_hdr_scenebrightness.value;
1870         R_RenderScene();
1871
1872         R_BlendView();
1873         if (r_timereport_active)
1874                 R_TimeReport("blendview");
1875
1876         GL_Scissor(0, 0, vid.width, vid.height);
1877         GL_ScissorTest(false);
1878         CHECKGLERROR
1879 }
1880
1881 extern void R_DrawLightningBeams (void);
1882 extern void VM_AddPolygonsToMeshQueue (void);
1883 extern void R_DrawPortals (void);
1884 void R_RenderScene(void)
1885 {
1886         // don't let sound skip if going slow
1887         if (r_refdef.extraupdate)
1888                 S_ExtraUpdate ();
1889
1890         CHECKGLERROR
1891         if (gl_support_fragment_shader)
1892         {
1893                 qglUseProgramObjectARB(0);CHECKGLERROR
1894         }
1895         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1896         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1897         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1898
1899         R_ResetViewRendering();
1900
1901         R_MeshQueue_BeginScene();
1902
1903         if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1904                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1905         else
1906                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1907
1908         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
1909
1910         R_Shadow_UpdateWorldLightSelection();
1911
1912         R_SkyStartFrame();
1913
1914         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
1915
1916         if (cl.csqc_vidvars.drawworld)
1917         {
1918                 // don't let sound skip if going slow
1919                 if (r_refdef.extraupdate)
1920                         S_ExtraUpdate ();
1921
1922                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1923                 {
1924                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1925                         if (r_timereport_active)
1926                                 R_TimeReport("worldsky");
1927                 }
1928
1929                 if (R_DrawBrushModelsSky() && r_timereport_active)
1930                         R_TimeReport("bmodelsky");
1931
1932                 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1933                 {
1934                         r_refdef.worldmodel->Draw(r_refdef.worldentity);
1935                         if (r_timereport_active)
1936                                 R_TimeReport("world");
1937                 }
1938         }
1939
1940         // don't let sound skip if going slow
1941         if (r_refdef.extraupdate)
1942                 S_ExtraUpdate ();
1943
1944         R_DrawModels();
1945         if (r_timereport_active)
1946                 R_TimeReport("models");
1947
1948         // don't let sound skip if going slow
1949         if (r_refdef.extraupdate)
1950                 S_ExtraUpdate ();
1951
1952         R_ShadowVolumeLighting(false);
1953         if (r_timereport_active)
1954                 R_TimeReport("rtlights");
1955
1956         // don't let sound skip if going slow
1957         if (r_refdef.extraupdate)
1958                 S_ExtraUpdate ();
1959
1960         if (cl.csqc_vidvars.drawworld)
1961         {
1962                 R_DrawLightningBeams();
1963                 if (r_timereport_active)
1964                         R_TimeReport("lightning");
1965
1966                 R_DrawParticles();
1967                 if (r_timereport_active)
1968                         R_TimeReport("particles");
1969
1970                 R_DrawExplosions();
1971                 if (r_timereport_active)
1972                         R_TimeReport("explosions");
1973         }
1974
1975         if (gl_support_fragment_shader)
1976         {
1977                 qglUseProgramObjectARB(0);CHECKGLERROR
1978         }
1979         VM_AddPolygonsToMeshQueue();
1980
1981         if (r_drawportals.integer)
1982         {
1983                 R_DrawPortals();
1984                 if (r_timereport_active)
1985                         R_TimeReport("portals");
1986         }
1987
1988         if (gl_support_fragment_shader)
1989         {
1990                 qglUseProgramObjectARB(0);CHECKGLERROR
1991         }
1992         R_MeshQueue_RenderTransparent();
1993         if (r_timereport_active)
1994                 R_TimeReport("drawtrans");
1995
1996         if (gl_support_fragment_shader)
1997         {
1998                 qglUseProgramObjectARB(0);CHECKGLERROR
1999         }
2000
2001         if (cl.csqc_vidvars.drawworld)
2002         {
2003                 R_DrawCoronas();
2004                 if (r_timereport_active)
2005                         R_TimeReport("coronas");
2006         }
2007
2008         // don't let sound skip if going slow
2009         if (r_refdef.extraupdate)
2010                 S_ExtraUpdate ();
2011
2012         CHECKGLERROR
2013         if (gl_support_fragment_shader)
2014         {
2015                 qglUseProgramObjectARB(0);CHECKGLERROR
2016         }
2017         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2018         qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2019 }
2020
2021 /*
2022 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2023 {
2024         int i;
2025         float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
2026         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2027         GL_DepthMask(false);
2028         GL_DepthTest(true);
2029         R_Mesh_Matrix(&identitymatrix);
2030
2031         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
2032         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2033         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2034         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2035         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2036         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2037         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2038         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2039         R_FillColors(color, 8, cr, cg, cb, ca);
2040         if (r_refdef.fogenabled)
2041         {
2042                 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
2043                 {
2044                         f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2045                         f1 = 1 - f2;
2046                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2047                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2048                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2049                 }
2050         }
2051         R_Mesh_VertexPointer(vertex3f);
2052         R_Mesh_ColorPointer(color);
2053         R_Mesh_ResetTextureState();
2054         R_Mesh_Draw(8, 12);
2055 }
2056 */
2057
2058 int nomodelelements[24] =
2059 {
2060         5, 2, 0,
2061         5, 1, 2,
2062         5, 0, 3,
2063         5, 3, 1,
2064         0, 2, 4,
2065         2, 1, 4,
2066         3, 0, 4,
2067         1, 3, 4
2068 };
2069
2070 float nomodelvertex3f[6*3] =
2071 {
2072         -16,   0,   0,
2073          16,   0,   0,
2074           0, -16,   0,
2075           0,  16,   0,
2076           0,   0, -16,
2077           0,   0,  16
2078 };
2079
2080 float nomodelcolor4f[6*4] =
2081 {
2082         0.0f, 0.0f, 0.5f, 1.0f,
2083         0.0f, 0.0f, 0.5f, 1.0f,
2084         0.0f, 0.5f, 0.0f, 1.0f,
2085         0.0f, 0.5f, 0.0f, 1.0f,
2086         0.5f, 0.0f, 0.0f, 1.0f,
2087         0.5f, 0.0f, 0.0f, 1.0f
2088 };
2089
2090 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2091 {
2092         int i;
2093         float f1, f2, *c;
2094         float color4f[6*4];
2095         // this is only called once per entity so numsurfaces is always 1, and
2096         // surfacelist is always {0}, so this code does not handle batches
2097         R_Mesh_Matrix(&ent->matrix);
2098
2099         if (ent->flags & EF_ADDITIVE)
2100         {
2101                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2102                 GL_DepthMask(false);
2103         }
2104         else if (ent->alpha < 1)
2105         {
2106                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2107                 GL_DepthMask(false);
2108         }
2109         else
2110         {
2111                 GL_BlendFunc(GL_ONE, GL_ZERO);
2112                 GL_DepthMask(true);
2113         }
2114         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2115         R_Mesh_VertexPointer(nomodelvertex3f);
2116         if (r_refdef.fogenabled)
2117         {
2118                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2119                 R_Mesh_ColorPointer(color4f);
2120                 f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_view.origin));
2121                 f1 = 1 - f2;
2122                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2123                 {
2124                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2125                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2126                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2127                         c[3] *= ent->alpha;
2128                 }
2129         }
2130         else if (ent->alpha != 1)
2131         {
2132                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2133                 R_Mesh_ColorPointer(color4f);
2134                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2135                         c[3] *= ent->alpha;
2136         }
2137         else
2138                 R_Mesh_ColorPointer(nomodelcolor4f);
2139         R_Mesh_ResetTextureState();
2140         R_Mesh_Draw(0, 6, 8, nomodelelements);
2141 }
2142
2143 void R_DrawNoModel(entity_render_t *ent)
2144 {
2145         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2146                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2147         //else
2148         //      R_DrawNoModelCallback(ent, 0);
2149 }
2150
2151 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2152 {
2153         vec3_t right1, right2, diff, normal;
2154
2155         VectorSubtract (org2, org1, normal);
2156
2157         // calculate 'right' vector for start
2158         VectorSubtract (r_view.origin, org1, diff);
2159         CrossProduct (normal, diff, right1);
2160         VectorNormalize (right1);
2161
2162         // calculate 'right' vector for end
2163         VectorSubtract (r_view.origin, org2, diff);
2164         CrossProduct (normal, diff, right2);
2165         VectorNormalize (right2);
2166
2167         vert[ 0] = org1[0] + width * right1[0];
2168         vert[ 1] = org1[1] + width * right1[1];
2169         vert[ 2] = org1[2] + width * right1[2];
2170         vert[ 3] = org1[0] - width * right1[0];
2171         vert[ 4] = org1[1] - width * right1[1];
2172         vert[ 5] = org1[2] - width * right1[2];
2173         vert[ 6] = org2[0] - width * right2[0];
2174         vert[ 7] = org2[1] - width * right2[1];
2175         vert[ 8] = org2[2] - width * right2[2];
2176         vert[ 9] = org2[0] + width * right2[0];
2177         vert[10] = org2[1] + width * right2[1];
2178         vert[11] = org2[2] + width * right2[2];
2179 }
2180
2181 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2182
2183 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2184 {
2185         float fog = 0.0f, ifog;
2186         float vertex3f[12];
2187
2188         if (r_refdef.fogenabled)
2189                 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2190         ifog = 1 - fog;
2191
2192         R_Mesh_Matrix(&identitymatrix);
2193         GL_BlendFunc(blendfunc1, blendfunc2);
2194         GL_DepthMask(false);
2195         GL_DepthTest(!depthdisable);
2196
2197         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2198         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2199         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2200         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2201         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2202         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2203         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2204         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2205         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2206         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2207         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2208         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2209
2210         R_Mesh_VertexPointer(vertex3f);
2211         R_Mesh_ColorPointer(NULL);
2212         R_Mesh_ResetTextureState();
2213         R_Mesh_TexBind(0, R_GetTexture(texture));
2214         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2215         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2216         GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2217         R_Mesh_Draw(0, 4, 2, polygonelements);
2218
2219         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2220         {
2221                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2222                 GL_BlendFunc(blendfunc1, GL_ONE);
2223                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2224                 R_Mesh_Draw(0, 4, 2, polygonelements);
2225         }
2226 }
2227
2228 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
2229 {
2230         int i;
2231         float *vertex3f;
2232         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2233                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2234                         break;
2235         if (i == mesh->numvertices)
2236         {
2237                 if (mesh->numvertices < mesh->maxvertices)
2238                 {
2239                         VectorCopy(v, vertex3f);
2240                         mesh->numvertices++;
2241                 }
2242                 return mesh->numvertices;
2243         }
2244         else
2245                 return i;
2246 }
2247
2248 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2249 {
2250         int i;
2251         int *e, element[3];
2252         element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
2253         element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
2254         e = mesh->element3i + mesh->numtriangles * 3;
2255         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2256         {
2257                 element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
2258                 if (mesh->numtriangles < mesh->maxtriangles)
2259                 {
2260                         *e++ = element[0];
2261                         *e++ = element[1];
2262                         *e++ = element[2];
2263                         mesh->numtriangles++;
2264                 }
2265                 element[1] = element[2];
2266         }
2267 }
2268
2269 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2270 {
2271         int planenum, planenum2;
2272         int w;
2273         int tempnumpoints;
2274         mplane_t *plane, *plane2;
2275         float temppoints[2][256*3];
2276         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2277         {
2278                 w = 0;
2279                 tempnumpoints = 4;
2280                 PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
2281                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2282                 {
2283                         if (planenum2 == planenum)
2284                                 continue;
2285                         PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
2286                         w = !w;
2287                 }
2288                 if (tempnumpoints < 3)
2289                         continue;
2290                 // generate elements forming a triangle fan for this polygon
2291                 R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
2292         }
2293 }
2294
2295 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2296 {
2297         int i;
2298         R_Mesh_VertexPointer(brush->points->v);
2299         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2300         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2301         GL_LockArrays(0, brush->numpoints);
2302         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2303         GL_LockArrays(0, 0);
2304 }
2305
2306 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2307 {
2308         int i;
2309         if (!surface->num_collisiontriangles)
2310                 return;
2311         R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2312         i = (int)(((size_t)surface) / sizeof(msurface_t));
2313         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2314         GL_LockArrays(0, surface->num_collisionvertices);
2315         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2316         GL_LockArrays(0, 0);
2317 }
2318
2319 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)
2320 {
2321         texturelayer_t *layer;
2322         layer = t->currentlayers + t->currentnumlayers++;
2323         layer->type = type;
2324         layer->depthmask = depthmask;
2325         layer->blendfunc1 = blendfunc1;
2326         layer->blendfunc2 = blendfunc2;
2327         layer->texture = texture;
2328         layer->texmatrix = *matrix;
2329         layer->color[0] = r * r_view.colorscale;
2330         layer->color[1] = g * r_view.colorscale;
2331         layer->color[2] = b * r_view.colorscale;
2332         layer->color[3] = a;
2333 }
2334
2335 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2336 {
2337         // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2338         //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2339
2340         {
2341                 texture_t *texture = t;
2342                 model_t *model = ent->model;
2343                 int s = ent->skinnum;
2344                 if ((unsigned int)s >= (unsigned int)model->numskins)
2345                         s = 0;
2346                 if (model->skinscenes)
2347                 {
2348                         if (model->skinscenes[s].framecount > 1)
2349                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2350                         else
2351                                 s = model->skinscenes[s].firstframe;
2352                 }
2353                 if (s > 0)
2354                         t = t + s * model->num_surfaces;
2355                 if (t->animated)
2356                 {
2357                         // use an alternate animation if the entity's frame is not 0,
2358                         // and only if the texture has an alternate animation
2359                         if (ent->frame != 0 && t->anim_total[1])
2360                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2361                         else
2362                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2363                 }
2364                 texture->currentframe = t;
2365         }
2366
2367         t->currentmaterialflags = t->basematerialflags;
2368         t->currentalpha = ent->alpha;
2369         if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
2370                 t->currentalpha *= r_wateralpha.value;
2371         if (!(ent->flags & RENDER_LIGHT))
2372                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2373         if (ent->effects & EF_ADDITIVE)
2374                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2375         else if (t->currentalpha < 1)
2376                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2377         if (ent->effects & EF_NODEPTHTEST)
2378                 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
2379         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2380                 t->currenttexmatrix = r_waterscrollmatrix;
2381         else
2382                 t->currenttexmatrix = identitymatrix;
2383
2384         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2385         t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
2386         t->glosstexture = r_texture_white;
2387         t->specularpower = 8;
2388         t->specularscale = 0;
2389         if (r_shadow_gloss.integer > 0)
2390         {
2391                 if (t->skin.gloss)
2392                 {
2393                         if (r_shadow_glossintensity.value > 0)
2394                         {
2395                                 t->glosstexture = t->skin.gloss;
2396                                 t->specularscale = r_shadow_glossintensity.value;
2397                         }
2398                 }
2399                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2400                         t->specularscale = r_shadow_gloss2intensity.value;
2401         }
2402
2403         t->currentnumlayers = 0;
2404         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2405         {
2406                 if (gl_lightmaps.integer)
2407                         R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2408                 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2409                 {
2410                         int blendfunc1, blendfunc2, depthmask;
2411                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
2412                         {
2413                                 blendfunc1 = GL_SRC_ALPHA;
2414                                 blendfunc2 = GL_ONE;
2415                         }
2416                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2417                         {
2418                                 blendfunc1 = GL_SRC_ALPHA;
2419                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2420                         }
2421                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2422                         {
2423                                 blendfunc1 = t->customblendfunc[0];
2424                                 blendfunc2 = t->customblendfunc[1];
2425                         }
2426                         else
2427                         {
2428                                 blendfunc1 = GL_ONE;
2429                                 blendfunc2 = GL_ZERO;
2430                         }
2431                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2432                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2433                         {
2434                                 rtexture_t *currentbasetexture;
2435                                 int layerflags = 0;
2436                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2437                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2438                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
2439                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2440                                 {
2441                                         // fullbright is not affected by r_refdef.lightmapintensity
2442                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2443                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
2444                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
2445                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
2446                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
2447                                 }
2448                                 else
2449                                 {
2450                                         float colorscale;
2451                                         colorscale = 2;
2452                                         // q3bsp has no lightmap updates, so the lightstylevalue that
2453                                         // would normally be baked into the lightmap must be
2454                                         // applied to the color
2455                                         if (ent->model->type == mod_brushq3)
2456                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2457                                         colorscale *= r_refdef.lightmapintensity;
2458                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
2459                                         if (r_ambient.value >= (1.0f/64.0f))
2460                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2461                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
2462                                         {
2463                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
2464                                                 if (r_ambient.value >= (1.0f/64.0f))
2465                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2466                                         }
2467                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
2468                                         {
2469                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2470                                                 if (r_ambient.value >= (1.0f/64.0f))
2471                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2472                                         }
2473                                 }
2474                                 if (t->skin.glow != NULL)
2475                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
2476                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2477                                 {
2478                                         // if this is opaque use alpha blend which will darken the earlier
2479                                         // passes cheaply.
2480                                         //
2481                                         // if this is an alpha blended material, all the earlier passes
2482                                         // were darkened by fog already, so we only need to add the fog
2483                                         // color ontop through the fog mask texture
2484                                         //
2485                                         // if this is an additive blended material, all the earlier passes
2486                                         // were darkened by fog already, and we should not add fog color
2487                                         // (because the background was not darkened, there is no fog color
2488                                         // that was lost behind it).
2489                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2490                                 }
2491                         }
2492                 }
2493         }
2494 }
2495
2496 void R_UpdateAllTextureInfo(entity_render_t *ent)
2497 {
2498         int i;
2499         if (ent->model)
2500                 for (i = 0;i < ent->model->num_textures;i++)
2501                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2502 }
2503
2504 int rsurface_array_size = 0;
2505 float *rsurface_array_modelvertex3f = NULL;
2506 float *rsurface_array_modelsvector3f = NULL;
2507 float *rsurface_array_modeltvector3f = NULL;
2508 float *rsurface_array_modelnormal3f = NULL;
2509 float *rsurface_array_deformedvertex3f = NULL;
2510 float *rsurface_array_deformedsvector3f = NULL;
2511 float *rsurface_array_deformedtvector3f = NULL;
2512 float *rsurface_array_deformednormal3f = NULL;
2513 float *rsurface_array_color4f = NULL;
2514 float *rsurface_array_texcoord3f = NULL;
2515
2516 void R_Mesh_ResizeArrays(int newvertices)
2517 {
2518         float *base;
2519         if (rsurface_array_size >= newvertices)
2520                 return;
2521         if (rsurface_array_modelvertex3f)
2522                 Mem_Free(rsurface_array_modelvertex3f);
2523         rsurface_array_size = (newvertices + 1023) & ~1023;
2524         base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2525         rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
2526         rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
2527         rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
2528         rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
2529         rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
2530         rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2531         rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2532         rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
2533         rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
2534         rsurface_array_color4f           = base + rsurface_array_size * 27;
2535 }
2536
2537 float *rsurface_modelvertex3f;
2538 float *rsurface_modelsvector3f;
2539 float *rsurface_modeltvector3f;
2540 float *rsurface_modelnormal3f;
2541 float *rsurface_vertex3f;
2542 float *rsurface_svector3f;
2543 float *rsurface_tvector3f;
2544 float *rsurface_normal3f;
2545 float *rsurface_lightmapcolor4f;
2546 vec3_t rsurface_modelorg;
2547 qboolean rsurface_generatedvertex;
2548 const entity_render_t *rsurface_entity;
2549 const model_t *rsurface_model;
2550 texture_t *rsurface_texture;
2551 rtexture_t *rsurface_lightmaptexture;
2552 rsurfmode_t rsurface_mode;
2553 texture_t *rsurface_glsl_texture;
2554 qboolean rsurface_glsl_uselightmap;
2555
2556 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2557 {
2558         Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2559         rsurface_entity = ent;
2560         rsurface_model = ent->model;
2561         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2562                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2563         R_Mesh_Matrix(&ent->matrix);
2564         Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2565         if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2566         {
2567                 if (wanttangents)
2568                 {
2569                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2570                         rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2571                         rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2572                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2573                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2574                 }
2575                 else if (wantnormals)
2576                 {
2577                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2578                         rsurface_modelsvector3f = NULL;
2579                         rsurface_modeltvector3f = NULL;
2580                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2581                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2582                 }
2583                 else
2584                 {
2585                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2586                         rsurface_modelsvector3f = NULL;
2587                         rsurface_modeltvector3f = NULL;
2588                         rsurface_modelnormal3f = NULL;
2589                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2590                 }
2591                 rsurface_generatedvertex = true;
2592         }
2593         else
2594         {
2595                 rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
2596                 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2597                 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2598                 rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
2599                 rsurface_generatedvertex = false;
2600         }
2601         rsurface_vertex3f  = rsurface_modelvertex3f;
2602         rsurface_svector3f = rsurface_modelsvector3f;
2603         rsurface_tvector3f = rsurface_modeltvector3f;
2604         rsurface_normal3f  = rsurface_modelnormal3f;
2605         rsurface_mode = RSURFMODE_NONE;
2606         rsurface_lightmaptexture = NULL;
2607         rsurface_texture = NULL;
2608         rsurface_glsl_texture = NULL;
2609         rsurface_glsl_uselightmap = false;
2610 }
2611
2612 void RSurf_CleanUp(void)
2613 {
2614         CHECKGLERROR
2615         if (rsurface_mode == RSURFMODE_GLSL)
2616         {
2617                 qglUseProgramObjectARB(0);CHECKGLERROR
2618         }
2619         GL_AlphaTest(false);
2620         rsurface_mode = RSURFMODE_NONE;
2621         rsurface_lightmaptexture = NULL;
2622         rsurface_texture = NULL;
2623         rsurface_glsl_texture = NULL;
2624         rsurface_glsl_uselightmap = false;
2625 }
2626
2627 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2628 {
2629         if (rsurface_generatedvertex)
2630         {
2631                 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2632                         generatetangents = true;
2633                 if (generatetangents)
2634                         generatenormals = true;
2635                 if (generatenormals && !rsurface_modelnormal3f)
2636                 {
2637                         rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2638                         Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2639                 }
2640                 if (generatetangents && !rsurface_modelsvector3f)
2641                 {
2642                         rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2643                         rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2644                         Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2645                 }
2646         }
2647         if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2648         {
2649                 int texturesurfaceindex;
2650                 float center[3], forward[3], right[3], up[3], v[4][3];
2651                 matrix4x4_t matrix1, imatrix1;
2652                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2653                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2654                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2655                 // make deformed versions of only the vertices used by the specified surfaces
2656                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2657                 {
2658                         int i, j;
2659                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2660                         // a single autosprite surface can contain multiple sprites...
2661                         for (j = 0;j < surface->num_vertices - 3;j += 4)
2662                         {
2663                                 VectorClear(center);
2664                                 for (i = 0;i < 4;i++)
2665                                         VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2666                                 VectorScale(center, 0.25f, center);
2667                                 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2668                                 {
2669                                         forward[0] = rsurface_modelorg[0] - center[0];
2670                                         forward[1] = rsurface_modelorg[1] - center[1];
2671                                         forward[2] = 0;
2672                                         VectorNormalize(forward);
2673                                         right[0] = forward[1];
2674                                         right[1] = -forward[0];
2675                                         right[2] = 0;
2676                                         VectorSet(up, 0, 0, 1);
2677                                 }
2678                                 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2679                                 Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
2680                                 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2681                                 for (i = 0;i < 4;i++)
2682                                         Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2683                                 for (i = 0;i < 4;i++)
2684                                         VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2685                         }
2686                         Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2687                         Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2688                 }
2689                 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2690                 rsurface_svector3f = rsurface_array_deformedsvector3f;
2691                 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2692                 rsurface_normal3f = rsurface_array_deformednormal3f;
2693         }
2694         R_Mesh_VertexPointer(rsurface_vertex3f);
2695 }
2696
2697 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2698 {
2699         int texturesurfaceindex;
2700         const msurface_t *surface = texturesurfacelist[0];
2701         int firstvertex = surface->num_firstvertex;
2702         int endvertex = surface->num_firstvertex + surface->num_vertices;
2703         if (texturenumsurfaces == 1)
2704         {
2705                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2706                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2707         }
2708         else if (r_batchmode.integer == 2)
2709         {
2710                 #define MAXBATCHTRIANGLES 4096
2711                 int batchtriangles = 0;
2712                 int batchelements[MAXBATCHTRIANGLES*3];
2713                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2714                 {
2715                         surface = texturesurfacelist[texturesurfaceindex];
2716                         if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2717                         {
2718                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2719                                 continue;
2720                         }
2721                         if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2722                         {
2723                                 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2724                                 batchtriangles = 0;
2725                                 firstvertex = surface->num_firstvertex;
2726                                 endvertex = surface->num_firstvertex + surface->num_vertices;
2727                         }
2728                         else
2729                         {
2730                                 firstvertex = min(firstvertex, surface->num_firstvertex);
2731                                 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2732                         }
2733                         memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2734                         batchtriangles += surface->num_triangles;
2735                 }
2736                 if (batchtriangles)
2737                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2738         }
2739         else if (r_batchmode.integer == 1)
2740         {
2741                 int firsttriangle = 0;
2742                 int endtriangle = -1;
2743                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2744                 {
2745                         surface = texturesurfacelist[texturesurfaceindex];
2746                         if (surface->num_firsttriangle != endtriangle)
2747                         {
2748                                 if (endtriangle > firsttriangle)
2749                                 {
2750                                         GL_LockArrays(firstvertex, endvertex - firstvertex);
2751                                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2752                                 }
2753                                 firstvertex = surface->num_firstvertex;
2754                                 endvertex = surface->num_firstvertex + surface->num_vertices;
2755                                 firsttriangle = surface->num_firsttriangle;
2756                         }
2757                         else
2758                         {
2759                                 firstvertex = min(firstvertex, surface->num_firstvertex);
2760                                 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2761                         }
2762                         endtriangle = surface->num_firsttriangle + surface->num_triangles;
2763                 }
2764                 if (endtriangle > firsttriangle)
2765                 {
2766                         GL_LockArrays(firstvertex, endvertex - firstvertex);
2767                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2768                 }
2769         }
2770         else
2771         {
2772                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2773                 {
2774                         surface = texturesurfacelist[texturesurfaceindex];
2775                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2776                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2777                 }
2778         }
2779 }
2780
2781 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2782 {
2783         int texturesurfaceindex;
2784         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2785         {
2786                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2787                 int k = (int)(((size_t)surface) / sizeof(msurface_t));
2788                 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f);
2789                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2790                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2791         }
2792 }
2793
2794 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
2795 {
2796         int texturesurfaceindex;
2797         int i;
2798         float f;
2799         float *v, *c, *c2;
2800         // TODO: optimize
2801         if (lightmode >= 2)
2802         {
2803                 // model lighting
2804                 vec3_t ambientcolor;
2805                 vec3_t diffusecolor;
2806                 vec3_t lightdir;
2807                 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
2808                 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
2809                 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
2810                 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
2811                 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
2812                 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
2813                 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
2814                 if (VectorLength2(diffusecolor) > 0)
2815                 {
2816                         // generate color arrays for the surfaces in this list
2817                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2818                         {
2819                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2820                                 int numverts = surface->num_vertices;
2821                                 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
2822                                 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
2823                                 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
2824                                 // q3-style directional shading
2825                                 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
2826                                 {
2827                                         if ((f = DotProduct(c2, lightdir)) > 0)
2828                                                 VectorMA(ambientcolor, f, diffusecolor, c);
2829                                         else
2830                                                 VectorCopy(ambientcolor, c);
2831                                         c[3] = a;
2832                                 }
2833                         }
2834                         r = 1;
2835                         g = 1;
2836                         b = 1;
2837                         a = 1;
2838                         applycolor = false;
2839                         rsurface_lightmapcolor4f = rsurface_array_color4f;
2840                 }
2841                 else
2842                 {
2843                         r = ambientcolor[0];
2844                         g = ambientcolor[1];
2845                         b = ambientcolor[2];
2846                         rsurface_lightmapcolor4f = NULL;
2847                 }
2848         }
2849         else if (lightmode >= 1 || !rsurface_lightmaptexture)
2850         {
2851                 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
2852                 {
2853                         // generate color arrays for the surfaces in this list
2854                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2855                         {
2856                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2857                                 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2858                                 {
2859                                         if (surface->lightmapinfo->samples)
2860                                         {
2861                                                 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
2862                                                 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
2863                                                 VectorScale(lm, scale, c);
2864                                                 if (surface->lightmapinfo->styles[1] != 255)
2865                                                 {
2866                                                         int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
2867                                                         lm += size3;
2868                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
2869                                                         VectorMA(c, scale, lm, c);
2870                                                         if (surface->lightmapinfo->styles[2] != 255)
2871                                                         {
2872                                                                 lm += size3;
2873                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
2874                                                                 VectorMA(c, scale, lm, c);
2875                                                                 if (surface->lightmapinfo->styles[3] != 255)
2876                                                                 {
2877                                                                         lm += size3;
2878                                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
2879                                                                         VectorMA(c, scale, lm, c);
2880                                                                 }
2881                                                         }
2882                                                 }
2883                                         }
2884                                         else
2885                                                 VectorClear(c);
2886                                         c[3] = 1;
2887                                 }
2888                         }
2889                         rsurface_lightmapcolor4f = rsurface_array_color4f;
2890                 }
2891                 else
2892                         rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
2893         }
2894         else
2895         {
2896                 // just lightmap it
2897                 rsurface_lightmapcolor4f = NULL;
2898         }
2899         if (applyfog)
2900         {
2901                 if (rsurface_lightmapcolor4f)
2902                 {
2903                         // generate color arrays for the surfaces in this list
2904                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2905                         {
2906                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2907                                 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)
2908                                 {
2909                                         f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2910                                         c2[0] = c[0] * f;
2911                                         c2[1] = c[1] * f;
2912                                         c2[2] = c[2] * f;
2913                                         c2[3] = c[3];
2914                                 }
2915                         }
2916                 }
2917                 else
2918                 {
2919                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2920                         {
2921                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2922                                 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)
2923                                 {
2924                                         f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2925                                         c2[0] = f;
2926                                         c2[1] = f;
2927                                         c2[2] = f;
2928                                         c2[3] = 1;
2929                                 }
2930                         }
2931                 }
2932                 rsurface_lightmapcolor4f = rsurface_array_color4f;
2933         }
2934         if (applycolor && rsurface_lightmapcolor4f)
2935         {
2936                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2937                 {
2938                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2939                         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)
2940                         {
2941                                 c2[0] = c[0] * r;
2942                                 c2[1] = c[1] * g;
2943                                 c2[2] = c[2] * b;
2944                                 c2[3] = c[3] * a;
2945                         }
2946                 }
2947                 rsurface_lightmapcolor4f = rsurface_array_color4f;
2948         }
2949         R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
2950         GL_Color(r, g, b, a);
2951         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
2952 }
2953
2954 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2955 {
2956         if (rsurface_mode != RSURFMODE_SHOWSURFACES)
2957         {
2958                 rsurface_mode = RSURFMODE_SHOWSURFACES;
2959                 GL_DepthMask(true);
2960                 GL_BlendFunc(GL_ONE, GL_ZERO);
2961                 R_Mesh_ColorPointer(NULL);
2962                 R_Mesh_ResetTextureState();
2963         }
2964         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
2965         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
2966 }
2967
2968 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
2969 {
2970         // transparent sky would be ridiculous
2971         if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2972                 return;
2973         if (rsurface_mode != RSURFMODE_SKY)
2974         {
2975                 if (rsurface_mode == RSURFMODE_GLSL)
2976                 {
2977                         qglUseProgramObjectARB(0);CHECKGLERROR
2978                 }
2979                 rsurface_mode = RSURFMODE_SKY;
2980         }
2981         if (skyrendernow)
2982         {
2983                 skyrendernow = false;
2984                 R_Sky();
2985                 // restore entity matrix
2986                 R_Mesh_Matrix(&rsurface_entity->matrix);
2987         }
2988         GL_DepthMask(true);
2989         // LordHavoc: HalfLife maps have freaky skypolys so don't use
2990         // skymasking on them, and Quake3 never did sky masking (unlike
2991         // software Quake and software Quake2), so disable the sky masking
2992         // in Quake3 maps as it causes problems with q3map2 sky tricks,
2993         // and skymasking also looks very bad when noclipping outside the
2994         // level, so don't use it then either.
2995         if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
2996         {
2997                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
2998                 R_Mesh_ColorPointer(NULL);
2999                 R_Mesh_ResetTextureState();
3000                 if (skyrendermasked)
3001                 {
3002                         // depth-only (masking)
3003                         GL_ColorMask(0,0,0,0);
3004                         // just to make sure that braindead drivers don't draw
3005                         // anything despite that colormask...
3006                         GL_BlendFunc(GL_ZERO, GL_ONE);
3007                 }
3008                 else
3009                 {
3010                         // fog sky
3011                         GL_BlendFunc(GL_ONE, GL_ZERO);
3012                 }
3013                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3014                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3015                 if (skyrendermasked)
3016                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3017         }
3018 }
3019
3020 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3021 {
3022         int lightmode;
3023         // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3024         lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3025         if (rsurface_mode != RSURFMODE_GLSL)
3026         {
3027                 rsurface_mode = RSURFMODE_GLSL;
3028                 rsurface_glsl_texture = NULL;
3029                 rsurface_glsl_uselightmap = false;
3030                 R_Mesh_ResetTextureState();
3031         }
3032         if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3033         {
3034                 rsurface_glsl_texture = rsurface_texture;
3035                 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
3036                 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3037                 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3038                 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3039                 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3040                 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3041                 //if (r_glsl_deluxemapping.integer)
3042                 //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3043                 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3044                 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3045                 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3046         }
3047         if (!r_glsl_permutation)
3048                 return;
3049         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3050         R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3051         R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3052         R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3053         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3054         {
3055                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3056                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3057                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3058                 R_Mesh_ColorPointer(NULL);
3059         }
3060         else if (rsurface_lightmaptexture)
3061         {
3062                 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3063                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3064                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3065                 R_Mesh_ColorPointer(NULL);
3066         }
3067         else
3068         {
3069                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3070                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3071                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3072                 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3073         }
3074         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3075 }
3076
3077 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3078 {
3079         // OpenGL 1.3 path - anything not completely ancient
3080         int texturesurfaceindex;
3081         int lightmode;
3082         qboolean applycolor;
3083         qboolean applyfog;
3084         rmeshstate_t m;
3085         int layerindex;
3086         const texturelayer_t *layer;
3087         CHECKGLERROR
3088         // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3089         lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3090         if (rsurface_mode != RSURFMODE_MULTIPASS)
3091                 rsurface_mode = RSURFMODE_MULTIPASS;
3092         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3093         for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3094         {
3095                 vec4_t layercolor;
3096                 int layertexrgbscale;
3097                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3098                 {
3099                         if (layerindex == 0)
3100                                 GL_AlphaTest(true);
3101                         else
3102                         {
3103                                 GL_AlphaTest(false);
3104                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3105                         }
3106                 }
3107                 GL_DepthMask(layer->depthmask);
3108                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3109                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3110                 {
3111                         layertexrgbscale = 4;
3112                         VectorScale(layer->color, 0.25f, layercolor);
3113                 }
3114                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3115                 {
3116                         layertexrgbscale = 2;
3117                         VectorScale(layer->color, 0.5f, layercolor);
3118                 }
3119                 else
3120                 {
3121                         layertexrgbscale = 1;
3122                         VectorScale(layer->color, 1.0f, layercolor);
3123                 }
3124                 layercolor[3] = layer->color[3];
3125                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3126                 R_Mesh_ColorPointer(NULL);