]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fixed two warnings
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
47
48 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49
50 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
51 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
52 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
53 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
54 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
55 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
56 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
57 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"};
58 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"};
59 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
60 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"};
61 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"};
62 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"};
63 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
64 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
65 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
66 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
67 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
68 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
69 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
70 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
71 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
72 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
73 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
74 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
75 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
78 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
79 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
80 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
81 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
82
83 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
84 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
85 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
86 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
87 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
88 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
89 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
90 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
91
92 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)"};
93
94 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
95 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
96 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
97 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
98 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
99 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
100 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
101 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
102 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
103 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
106
107 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
108 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
109 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
110 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
111 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
112
113 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
114 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
115 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
116 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
117
118 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
119 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
120 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
121 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
122 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
123 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
124 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
125
126 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
127 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
128 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
129 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
130
131 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"};
132
133 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"};
134
135 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
136
137 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
138 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
139 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
140 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
141 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
142 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
143 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
144
145 extern cvar_t v_glslgamma;
146
147 extern qboolean v_flipped_state;
148
149 static struct r_bloomstate_s
150 {
151         qboolean enabled;
152         qboolean hdr;
153
154         int bloomwidth, bloomheight;
155
156         int screentexturewidth, screentextureheight;
157         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
158
159         int bloomtexturewidth, bloomtextureheight;
160         rtexture_t *texture_bloom;
161
162         // arrays for rendering the screen passes
163         float screentexcoord2f[8];
164         float bloomtexcoord2f[8];
165         float offsettexcoord2f[8];
166 }
167 r_bloomstate;
168
169 r_waterstate_t r_waterstate;
170
171 /// shadow volume bsp struct with automatically growing nodes buffer
172 svbsp_t r_svbsp;
173
174 rtexture_t *r_texture_blanknormalmap;
175 rtexture_t *r_texture_white;
176 rtexture_t *r_texture_grey128;
177 rtexture_t *r_texture_black;
178 rtexture_t *r_texture_notexture;
179 rtexture_t *r_texture_whitecube;
180 rtexture_t *r_texture_normalizationcube;
181 rtexture_t *r_texture_fogattenuation;
182 rtexture_t *r_texture_gammaramps;
183 unsigned int r_texture_gammaramps_serial;
184 //rtexture_t *r_texture_fogintensity;
185
186 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
187 unsigned int r_numqueries;
188 unsigned int r_maxqueries;
189
190 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
191 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
192
193 /// vertex coordinates for a quad that covers the screen exactly
194 const static float r_screenvertex3f[12] =
195 {
196         0, 0, 0,
197         1, 0, 0,
198         1, 1, 0,
199         0, 1, 0
200 };
201
202 extern void R_DrawModelShadows(void);
203
204 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
205 {
206         int i;
207         for (i = 0;i < verts;i++)
208         {
209                 out[0] = in[0] * r;
210                 out[1] = in[1] * g;
211                 out[2] = in[2] * b;
212                 out[3] = in[3];
213                 in += 4;
214                 out += 4;
215         }
216 }
217
218 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
219 {
220         int i;
221         for (i = 0;i < verts;i++)
222         {
223                 out[0] = r;
224                 out[1] = g;
225                 out[2] = b;
226                 out[3] = a;
227                 out += 4;
228         }
229 }
230
231 // FIXME: move this to client?
232 void FOG_clear(void)
233 {
234         if (gamemode == GAME_NEHAHRA)
235         {
236                 Cvar_Set("gl_fogenable", "0");
237                 Cvar_Set("gl_fogdensity", "0.2");
238                 Cvar_Set("gl_fogred", "0.3");
239                 Cvar_Set("gl_foggreen", "0.3");
240                 Cvar_Set("gl_fogblue", "0.3");
241         }
242         r_refdef.fog_density = 0;
243         r_refdef.fog_red = 0;
244         r_refdef.fog_green = 0;
245         r_refdef.fog_blue = 0;
246         r_refdef.fog_alpha = 1;
247         r_refdef.fog_start = 0;
248         r_refdef.fog_end = 0;
249 }
250
251 float FogForDistance(vec_t dist)
252 {
253         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
254         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
255 }
256
257 float FogPoint_World(const vec3_t p)
258 {
259         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
260 }
261
262 float FogPoint_Model(const vec3_t p)
263 {
264         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
265 }
266
267 static void R_BuildBlankTextures(void)
268 {
269         unsigned char data[4];
270         data[2] = 128; // normal X
271         data[1] = 128; // normal Y
272         data[0] = 255; // normal Z
273         data[3] = 128; // height
274         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
275         data[0] = 255;
276         data[1] = 255;
277         data[2] = 255;
278         data[3] = 255;
279         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
280         data[0] = 128;
281         data[1] = 128;
282         data[2] = 128;
283         data[3] = 255;
284         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
285         data[0] = 0;
286         data[1] = 0;
287         data[2] = 0;
288         data[3] = 255;
289         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
290 }
291
292 static void R_BuildNoTexture(void)
293 {
294         int x, y;
295         unsigned char pix[16][16][4];
296         // this makes a light grey/dark grey checkerboard texture
297         for (y = 0;y < 16;y++)
298         {
299                 for (x = 0;x < 16;x++)
300                 {
301                         if ((y < 8) ^ (x < 8))
302                         {
303                                 pix[y][x][0] = 128;
304                                 pix[y][x][1] = 128;
305                                 pix[y][x][2] = 128;
306                                 pix[y][x][3] = 255;
307                         }
308                         else
309                         {
310                                 pix[y][x][0] = 64;
311                                 pix[y][x][1] = 64;
312                                 pix[y][x][2] = 64;
313                                 pix[y][x][3] = 255;
314                         }
315                 }
316         }
317         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
318 }
319
320 static void R_BuildWhiteCube(void)
321 {
322         unsigned char data[6*1*1*4];
323         memset(data, 255, sizeof(data));
324         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildNormalizationCube(void)
328 {
329         int x, y, side;
330         vec3_t v;
331         vec_t s, t, intensity;
332 #define NORMSIZE 64
333         unsigned char data[6][NORMSIZE][NORMSIZE][4];
334         for (side = 0;side < 6;side++)
335         {
336                 for (y = 0;y < NORMSIZE;y++)
337                 {
338                         for (x = 0;x < NORMSIZE;x++)
339                         {
340                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 switch(side)
343                                 {
344                                 default:
345                                 case 0:
346                                         v[0] = 1;
347                                         v[1] = -t;
348                                         v[2] = -s;
349                                         break;
350                                 case 1:
351                                         v[0] = -1;
352                                         v[1] = -t;
353                                         v[2] = s;
354                                         break;
355                                 case 2:
356                                         v[0] = s;
357                                         v[1] = 1;
358                                         v[2] = t;
359                                         break;
360                                 case 3:
361                                         v[0] = s;
362                                         v[1] = -1;
363                                         v[2] = -t;
364                                         break;
365                                 case 4:
366                                         v[0] = s;
367                                         v[1] = -t;
368                                         v[2] = 1;
369                                         break;
370                                 case 5:
371                                         v[0] = -s;
372                                         v[1] = -t;
373                                         v[2] = -1;
374                                         break;
375                                 }
376                                 intensity = 127.0f / sqrt(DotProduct(v, v));
377                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
378                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
380                                 data[side][y][x][3] = 255;
381                         }
382                 }
383         }
384         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
385 }
386
387 static void R_BuildFogTexture(void)
388 {
389         int x, b;
390 #define FOGWIDTH 256
391         unsigned char data1[FOGWIDTH][4];
392         //unsigned char data2[FOGWIDTH][4];
393         double d, r, alpha;
394
395         r_refdef.fogmasktable_start = r_refdef.fog_start;
396         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
397         r_refdef.fogmasktable_range = r_refdef.fogrange;
398         r_refdef.fogmasktable_density = r_refdef.fog_density;
399
400         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
401         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
402         {
403                 d = (x * r - r_refdef.fogmasktable_start);
404                 if(developer.integer >= 100)
405                         Con_Printf("%f ", d);
406                 d = max(0, d);
407                 if (r_fog_exp2.integer)
408                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
409                 else
410                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
411                 if(developer.integer >= 100)
412                         Con_Printf(" : %f ", alpha);
413                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
414                 if(developer.integer >= 100)
415                         Con_Printf(" = %f\n", alpha);
416                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
417         }
418
419         for (x = 0;x < FOGWIDTH;x++)
420         {
421                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
422                 data1[x][0] = b;
423                 data1[x][1] = b;
424                 data1[x][2] = b;
425                 data1[x][3] = 255;
426                 //data2[x][0] = 255 - b;
427                 //data2[x][1] = 255 - b;
428                 //data2[x][2] = 255 - b;
429                 //data2[x][3] = 255;
430         }
431         if (r_texture_fogattenuation)
432         {
433                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
434                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
435         }
436         else
437         {
438                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
439                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
440         }
441 }
442
443 static const char *builtinshaderstring =
444 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
445 "// written by Forest 'LordHavoc' Hale\n"
446 "\n"
447 "// common definitions between vertex shader and fragment shader:\n"
448 "\n"
449 "//#ifdef __GLSL_CG_DATA_TYPES\n"
450 "//# define myhalf half\n"
451 "//# define myhalf2 half2\n"
452 "//# define myhalf3 half3\n"
453 "//# define myhalf4 half4\n"
454 "//#else\n"
455 "# define myhalf float\n"
456 "# define myhalf2 vec2\n"
457 "# define myhalf3 vec3\n"
458 "# define myhalf4 vec4\n"
459 "//#endif\n"
460 "\n"
461 "#ifdef MODE_DEPTH_OR_SHADOW\n"
462 "\n"
463 "# ifdef VERTEX_SHADER\n"
464 "void main(void)\n"
465 "{\n"
466 "       gl_Position = ftransform();\n"
467 "}\n"
468 "# endif\n"
469 "\n"
470 "#else\n"
471 "\n"
472 "#ifdef MODE_POSTPROCESS\n"
473 "# ifdef VERTEX_SHADER\n"
474 "void main(void)\n"
475 "{\n"
476 "       gl_FrontColor = gl_Color;\n"
477 "       gl_Position = ftransform();\n"
478 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
479 "#ifdef USEGLOW\n"
480 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
481 "#endif\n"
482 "}\n"
483 "# endif\n"
484 "# ifdef FRAGMENT_SHADER\n"
485 "\n"
486 "uniform sampler2D Texture_First;\n"
487 "#ifdef USEGLOW\n"
488 "uniform sampler2D Texture_Second;\n"
489 "#endif\n"
490 "#ifdef USEGAMMARAMPS\n"
491 "uniform sampler2D Texture_GammaRamps;\n"
492 "#endif\n"
493 "#ifdef USESATURATION\n"
494 "uniform float Saturation;\n"
495 "#endif\n"
496 "#ifdef USEVERTEXTEXTUREBLEND\n"
497 "uniform vec4 TintColor;\n"
498 "#endif\n"
499 "#ifdef USECOLORMOD\n"
500 "uniform vec3 Gamma;\n"
501 "#endif\n"
502 "//uncomment these if you want to use them:\n"
503 "uniform vec4 UserVec1;\n"
504 "// uniform vec4 UserVec2;\n"
505 "// uniform vec4 UserVec3;\n"
506 "// uniform vec4 UserVec4;\n"
507 "// uniform float ClientTime;\n"
508 "uniform vec2 PixelSize;\n"
509 "void main(void)\n"
510 "{\n"
511 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
512 "#ifdef USEGLOW\n"
513 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
514 "#endif\n"
515 "#ifdef USEVERTEXTEXTUREBLEND\n"
516 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
517 "#endif\n"
518 "\n"
519 "#ifdef USEPOSTPROCESSING\n"
520 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
521 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
522 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
523 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
524 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
525 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
526 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
527 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
528 "#endif\n"
529 "\n"
530 "#ifdef USESATURATION\n"
531 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
532 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
533 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
534 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
535 "#endif\n"
536 "\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
539 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
540 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
541 "#endif\n"
542 "}\n"
543 "# endif\n"
544 "\n"
545 "\n"
546 "#else\n"
547 "#ifdef MODE_GENERIC\n"
548 "# ifdef VERTEX_SHADER\n"
549 "void main(void)\n"
550 "{\n"
551 "       gl_FrontColor = gl_Color;\n"
552 "#  ifdef USEDIFFUSE\n"
553 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
554 "#  endif\n"
555 "#  ifdef USESPECULAR\n"
556 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
557 "#  endif\n"
558 "       gl_Position = ftransform();\n"
559 "}\n"
560 "# endif\n"
561 "# ifdef FRAGMENT_SHADER\n"
562 "\n"
563 "#  ifdef USEDIFFUSE\n"
564 "uniform sampler2D Texture_First;\n"
565 "#  endif\n"
566 "#  ifdef USESPECULAR\n"
567 "uniform sampler2D Texture_Second;\n"
568 "#  endif\n"
569 "\n"
570 "void main(void)\n"
571 "{\n"
572 "       gl_FragColor = gl_Color;\n"
573 "#  ifdef USEDIFFUSE\n"
574 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
575 "#  endif\n"
576 "\n"
577 "#  ifdef USESPECULAR\n"
578 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
579 "#  endif\n"
580 "#  ifdef USECOLORMAPPING\n"
581 "       gl_FragColor *= tex2;\n"
582 "#  endif\n"
583 "#  ifdef USEGLOW\n"
584 "       gl_FragColor += tex2;\n"
585 "#  endif\n"
586 "#  ifdef USEVERTEXTEXTUREBLEND\n"
587 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
588 "#  endif\n"
589 "}\n"
590 "# endif\n"
591 "\n"
592 "#else // !MODE_GENERIC\n"
593 "\n"
594 "varying vec2 TexCoord;\n"
595 "#ifdef USEVERTEXTEXTUREBLEND\n"
596 "varying vec2 TexCoord2;\n"
597 "#endif\n"
598 "varying vec2 TexCoordLightmap;\n"
599 "\n"
600 "#ifdef MODE_LIGHTSOURCE\n"
601 "varying vec3 CubeVector;\n"
602 "#endif\n"
603 "\n"
604 "#ifdef MODE_LIGHTSOURCE\n"
605 "varying vec3 LightVector;\n"
606 "#endif\n"
607 "#ifdef MODE_LIGHTDIRECTION\n"
608 "varying vec3 LightVector;\n"
609 "#endif\n"
610 "\n"
611 "varying vec3 EyeVector;\n"
612 "#ifdef USEFOG\n"
613 "varying vec3 EyeVectorModelSpace;\n"
614 "#endif\n"
615 "\n"
616 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
617 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
618 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
619 "\n"
620 "#ifdef MODE_WATER\n"
621 "varying vec4 ModelViewProjectionPosition;\n"
622 "#endif\n"
623 "#ifdef MODE_REFRACTION\n"
624 "varying vec4 ModelViewProjectionPosition;\n"
625 "#endif\n"
626 "#ifdef USEREFLECTION\n"
627 "varying vec4 ModelViewProjectionPosition;\n"
628 "#endif\n"
629 "\n"
630 "\n"
631 "\n"
632 "\n"
633 "\n"
634 "// vertex shader specific:\n"
635 "#ifdef VERTEX_SHADER\n"
636 "\n"
637 "uniform vec3 LightPosition;\n"
638 "uniform vec3 EyePosition;\n"
639 "uniform vec3 LightDir;\n"
640 "\n"
641 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
642 "\n"
643 "void main(void)\n"
644 "{\n"
645 "       gl_FrontColor = gl_Color;\n"
646 "       // copy the surface texcoord\n"
647 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
648 "#ifdef USEVERTEXTEXTUREBLEND\n"
649 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
650 "#endif\n"
651 "#ifndef MODE_LIGHTSOURCE\n"
652 "# ifndef MODE_LIGHTDIRECTION\n"
653 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
654 "# endif\n"
655 "#endif\n"
656 "\n"
657 "#ifdef MODE_LIGHTSOURCE\n"
658 "       // transform vertex position into light attenuation/cubemap space\n"
659 "       // (-1 to +1 across the light box)\n"
660 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
661 "\n"
662 "       // transform unnormalized light direction into tangent space\n"
663 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
664 "       //  normalize it per pixel)\n"
665 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
666 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
667 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
668 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
669 "#endif\n"
670 "\n"
671 "#ifdef MODE_LIGHTDIRECTION\n"
672 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
673 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
674 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
675 "#endif\n"
676 "\n"
677 "       // transform unnormalized eye direction into tangent space\n"
678 "#ifndef USEFOG\n"
679 "       vec3 EyeVectorModelSpace;\n"
680 "#endif\n"
681 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
682 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
683 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
684 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
685 "\n"
686 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
687 "       VectorS = gl_MultiTexCoord1.xyz;\n"
688 "       VectorT = gl_MultiTexCoord2.xyz;\n"
689 "       VectorR = gl_MultiTexCoord3.xyz;\n"
690 "#endif\n"
691 "\n"
692 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
693 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
694 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
695 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
696 "//#endif\n"
697 "\n"
698 "// transform vertex to camera space, using ftransform to match non-VS\n"
699 "       // rendering\n"
700 "       gl_Position = ftransform();\n"
701 "\n"
702 "#ifdef MODE_WATER\n"
703 "       ModelViewProjectionPosition = gl_Position;\n"
704 "#endif\n"
705 "#ifdef MODE_REFRACTION\n"
706 "       ModelViewProjectionPosition = gl_Position;\n"
707 "#endif\n"
708 "#ifdef USEREFLECTION\n"
709 "       ModelViewProjectionPosition = gl_Position;\n"
710 "#endif\n"
711 "}\n"
712 "\n"
713 "#endif // VERTEX_SHADER\n"
714 "\n"
715 "\n"
716 "\n"
717 "\n"
718 "// fragment shader specific:\n"
719 "#ifdef FRAGMENT_SHADER\n"
720 "\n"
721 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
722 "uniform sampler2D Texture_Normal;\n"
723 "uniform sampler2D Texture_Color;\n"
724 "uniform sampler2D Texture_Gloss;\n"
725 "uniform sampler2D Texture_Glow;\n"
726 "uniform sampler2D Texture_SecondaryNormal;\n"
727 "uniform sampler2D Texture_SecondaryColor;\n"
728 "uniform sampler2D Texture_SecondaryGloss;\n"
729 "uniform sampler2D Texture_SecondaryGlow;\n"
730 "uniform sampler2D Texture_Pants;\n"
731 "uniform sampler2D Texture_Shirt;\n"
732 "uniform sampler2D Texture_FogMask;\n"
733 "uniform sampler2D Texture_Lightmap;\n"
734 "uniform sampler2D Texture_Deluxemap;\n"
735 "uniform sampler2D Texture_Refraction;\n"
736 "uniform sampler2D Texture_Reflection;\n"
737 "uniform sampler2D Texture_Attenuation;\n"
738 "uniform samplerCube Texture_Cube;\n"
739 "\n"
740 "uniform myhalf3 LightColor;\n"
741 "uniform myhalf3 AmbientColor;\n"
742 "uniform myhalf3 DiffuseColor;\n"
743 "uniform myhalf3 SpecularColor;\n"
744 "uniform myhalf3 Color_Pants;\n"
745 "uniform myhalf3 Color_Shirt;\n"
746 "uniform myhalf3 FogColor;\n"
747 "\n"
748 "uniform myhalf4 TintColor;\n"
749 "\n"
750 "\n"
751 "//#ifdef MODE_WATER\n"
752 "uniform vec4 DistortScaleRefractReflect;\n"
753 "uniform vec4 ScreenScaleRefractReflect;\n"
754 "uniform vec4 ScreenCenterRefractReflect;\n"
755 "uniform myhalf4 RefractColor;\n"
756 "uniform myhalf4 ReflectColor;\n"
757 "uniform myhalf ReflectFactor;\n"
758 "uniform myhalf ReflectOffset;\n"
759 "//#else\n"
760 "//# ifdef MODE_REFRACTION\n"
761 "//uniform vec4 DistortScaleRefractReflect;\n"
762 "//uniform vec4 ScreenScaleRefractReflect;\n"
763 "//uniform vec4 ScreenCenterRefractReflect;\n"
764 "//uniform myhalf4 RefractColor;\n"
765 "//#  ifdef USEREFLECTION\n"
766 "//uniform myhalf4 ReflectColor;\n"
767 "//#  endif\n"
768 "//# else\n"
769 "//#  ifdef USEREFLECTION\n"
770 "//uniform vec4 DistortScaleRefractReflect;\n"
771 "//uniform vec4 ScreenScaleRefractReflect;\n"
772 "//uniform vec4 ScreenCenterRefractReflect;\n"
773 "//uniform myhalf4 ReflectColor;\n"
774 "//#  endif\n"
775 "//# endif\n"
776 "//#endif\n"
777 "\n"
778 "uniform myhalf GlowScale;\n"
779 "uniform myhalf SceneBrightness;\n"
780 "#ifdef USECONTRASTBOOST\n"
781 "uniform myhalf ContrastBoostCoeff;\n"
782 "#endif\n"
783 "\n"
784 "uniform float OffsetMapping_Scale;\n"
785 "uniform float OffsetMapping_Bias;\n"
786 "uniform float FogRangeRecip;\n"
787 "\n"
788 "uniform myhalf AmbientScale;\n"
789 "uniform myhalf DiffuseScale;\n"
790 "uniform myhalf SpecularScale;\n"
791 "uniform myhalf SpecularPower;\n"
792 "\n"
793 "#ifdef USEOFFSETMAPPING\n"
794 "vec2 OffsetMapping(vec2 TexCoord)\n"
795 "{\n"
796 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
797 "       // 14 sample relief mapping: linear search and then binary search\n"
798 "       // this basically steps forward a small amount repeatedly until it finds\n"
799 "       // itself inside solid, then jitters forward and back using decreasing\n"
800 "       // amounts to find the impact\n"
801 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
802 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
803 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
804 "       vec3 RT = vec3(TexCoord, 1);\n"
805 "       OffsetVector *= 0.1;\n"
806 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
807 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
814 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
815 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
816 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
817 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
818 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
819 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
820 "       return RT.xy;\n"
821 "#else\n"
822 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
823 "       // this basically moves forward the full distance, and then backs up based\n"
824 "       // on height of samples\n"
825 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
826 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
827 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
828 "       TexCoord += OffsetVector;\n"
829 "       OffsetVector *= 0.333;\n"
830 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
832 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
833 "       return TexCoord;\n"
834 "#endif\n"
835 "}\n"
836 "#endif // USEOFFSETMAPPING\n"
837 "\n"
838 "#ifdef MODE_WATER\n"
839 "\n"
840 "// water pass\n"
841 "void main(void)\n"
842 "{\n"
843 "#ifdef USEOFFSETMAPPING\n"
844 "       // apply offsetmapping\n"
845 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
846 "#define TexCoord TexCoordOffset\n"
847 "#endif\n"
848 "\n"
849 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
850 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
851 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
852 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
853 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
854 "}\n"
855 "\n"
856 "#else // !MODE_WATER\n"
857 "#ifdef MODE_REFRACTION\n"
858 "\n"
859 "// refraction pass\n"
860 "void main(void)\n"
861 "{\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 "       // apply offsetmapping\n"
864 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
866 "#endif\n"
867 "\n"
868 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
871 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
872 "}\n"
873 "\n"
874 "#else // !MODE_REFRACTION\n"
875 "void main(void)\n"
876 "{\n"
877 "#ifdef USEOFFSETMAPPING\n"
878 "       // apply offsetmapping\n"
879 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
880 "#define TexCoord TexCoordOffset\n"
881 "#endif\n"
882 "\n"
883 "       // combine the diffuse textures (base, pants, shirt)\n"
884 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
885 "#ifdef USECOLORMAPPING\n"
886 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
887 "#endif\n"
888 "#ifdef USEVERTEXTEXTUREBLEND\n"
889 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
890 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
891 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
892 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
893 "       color.a = 1.0;\n"
894 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
895 "#endif\n"
896 "\n"
897 "#ifdef USEDIFFUSE\n"
898 "       // get the surface normal and the gloss color\n"
899 "# ifdef USEVERTEXTEXTUREBLEND\n"
900 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
901 "#  ifdef USESPECULAR\n"
902 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
903 "#  endif\n"
904 "# else\n"
905 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
906 "#  ifdef USESPECULAR\n"
907 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
908 "#  endif\n"
909 "# endif\n"
910 "#endif\n"
911 "\n"
912 "\n"
913 "\n"
914 "#ifdef MODE_LIGHTSOURCE\n"
915 "       // light source\n"
916 "\n"
917 "       // calculate surface normal, light normal, and specular normal\n"
918 "       // compute color intensity for the two textures (colormap and glossmap)\n"
919 "       // scale by light color and attenuation as efficiently as possible\n"
920 "       // (do as much scalar math as possible rather than vector math)\n"
921 "# ifdef USEDIFFUSE\n"
922 "       // get the light normal\n"
923 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
924 "# endif\n"
925 "# ifdef USESPECULAR\n"
926 "#  ifndef USEEXACTSPECULARMATH\n"
927 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
928 "\n"
929 "#  endif\n"
930 "       // calculate directional shading\n"
931 "#  ifdef USEEXACTSPECULARMATH\n"
932 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
933 "#  else\n"
934 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
935 "#  endif\n"
936 "# else\n"
937 "#  ifdef USEDIFFUSE\n"
938 "       // calculate directional shading\n"
939 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
940 "#  else\n"
941 "       // calculate directionless shading\n"
942 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
943 "#  endif\n"
944 "# endif\n"
945 "\n"
946 "# ifdef USECUBEFILTER\n"
947 "       // apply light cubemap filter\n"
948 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
949 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
950 "# endif\n"
951 "#endif // MODE_LIGHTSOURCE\n"
952 "\n"
953 "\n"
954 "\n"
955 "\n"
956 "#ifdef MODE_LIGHTDIRECTION\n"
957 "       // directional model lighting\n"
958 "# ifdef USEDIFFUSE\n"
959 "       // get the light normal\n"
960 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
961 "# endif\n"
962 "# ifdef USESPECULAR\n"
963 "       // calculate directional shading\n"
964 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
965 "#  ifdef USEEXACTSPECULARMATH\n"
966 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 "#  else\n"
968 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
969 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
970 "#  endif\n"
971 "# else\n"
972 "#  ifdef USEDIFFUSE\n"
973 "\n"
974 "       // calculate directional shading\n"
975 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
976 "#  else\n"
977 "       color.rgb *= AmbientColor;\n"
978 "#  endif\n"
979 "# endif\n"
980 "#endif // MODE_LIGHTDIRECTION\n"
981 "\n"
982 "\n"
983 "\n"
984 "\n"
985 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
986 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
987 "\n"
988 "       // get the light normal\n"
989 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
990 "       myhalf3 diffusenormal;\n"
991 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
992 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
993 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
994 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
995 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
996 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
997 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
998 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
999 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1000 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1001 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1002 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1003 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1004 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1005 "# ifdef USESPECULAR\n"
1006 "#  ifdef USEEXACTSPECULARMATH\n"
1007 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1008 "#  else\n"
1009 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1010 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1011 "#  endif\n"
1012 "# endif\n"
1013 "\n"
1014 "       // apply lightmap color\n"
1015 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1016 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1017 "\n"
1018 "\n"
1019 "\n"
1020 "\n"
1021 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1022 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1023 "\n"
1024 "       // get the light normal\n"
1025 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1026 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1027 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1028 "# ifdef USESPECULAR\n"
1029 "#  ifdef USEEXACTSPECULARMATH\n"
1030 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1031 "#  else\n"
1032 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1033 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1034 "#  endif\n"
1035 "# endif\n"
1036 "\n"
1037 "       // apply lightmap color\n"
1038 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1039 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1040 "\n"
1041 "\n"
1042 "\n"
1043 "\n"
1044 "#ifdef MODE_LIGHTMAP\n"
1045 "       // apply lightmap color\n"
1046 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1047 "#endif // MODE_LIGHTMAP\n"
1048 "\n"
1049 "\n"
1050 "\n"
1051 "\n"
1052 "#ifdef MODE_VERTEXCOLOR\n"
1053 "       // apply lightmap color\n"
1054 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1055 "#endif // MODE_VERTEXCOLOR\n"
1056 "\n"
1057 "\n"
1058 "\n"
1059 "\n"
1060 "#ifdef MODE_FLATCOLOR\n"
1061 "#endif // MODE_FLATCOLOR\n"
1062 "\n"
1063 "\n"
1064 "\n"
1065 "\n"
1066 "\n"
1067 "\n"
1068 "\n"
1069 "       color *= TintColor;\n"
1070 "\n"
1071 "#ifdef USEGLOW\n"
1072 "#ifdef USEVERTEXTEXTUREBLEND\n"
1073 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1074 "#else\n"
1075 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1076 "#endif\n"
1077 "#endif\n"
1078 "\n"
1079 "#ifdef USECONTRASTBOOST\n"
1080 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1081 "#endif\n"
1082 "\n"
1083 "       color.rgb *= SceneBrightness;\n"
1084 "\n"
1085 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1086 "#ifdef USEFOG\n"
1087 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1088 "#endif\n"
1089 "\n"
1090 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1091 "#ifdef USEREFLECTION\n"
1092 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1093 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1094 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1095 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1096 "#endif\n"
1097 "\n"
1098 "       gl_FragColor = vec4(color);\n"
1099 "}\n"
1100 "#endif // !MODE_REFRACTION\n"
1101 "#endif // !MODE_WATER\n"
1102 "\n"
1103 "#endif // FRAGMENT_SHADER\n"
1104 "\n"
1105 "#endif // !MODE_GENERIC\n"
1106 "#endif // !MODE_POSTPROCESS\n"
1107 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1108 ;
1109
1110 typedef struct shaderpermutationinfo_s
1111 {
1112         const char *pretext;
1113         const char *name;
1114 }
1115 shaderpermutationinfo_t;
1116
1117 typedef struct shadermodeinfo_s
1118 {
1119         const char *vertexfilename;
1120         const char *geometryfilename;
1121         const char *fragmentfilename;
1122         const char *pretext;
1123         const char *name;
1124 }
1125 shadermodeinfo_t;
1126
1127 typedef enum shaderpermutation_e
1128 {
1129         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1130         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1131         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1132         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1133         SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
1134         SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
1135         SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
1136         SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
1137         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1138         SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1139         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
1140         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1141         SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
1142         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
1143         SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
1144         SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
1145         SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
1146 }
1147 shaderpermutation_t;
1148
1149 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1150 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1151 {
1152         {"#define USEDIFFUSE\n", " diffuse"},
1153         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1154         {"#define USECOLORMAPPING\n", " colormapping"},
1155         {"#define USECONTRASTBOOST\n", " contrastboost"},
1156         {"#define USEFOG\n", " fog"},
1157         {"#define USECUBEFILTER\n", " cubefilter"},
1158         {"#define USEGLOW\n", " glow"},
1159         {"#define USESPECULAR\n", " specular"},
1160         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1161         {"#define USEREFLECTION\n", " reflection"},
1162         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1163         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1164         {"#define USEGAMMARAMPS\n", " gammaramps"},
1165         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1166         {"#define USESATURATION\n", " saturation"},
1167 };
1168
1169 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1170 typedef enum shadermode_e
1171 {
1172         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1173         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1174         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1175         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1176         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1177         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1178         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1179         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1180         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1181         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1182         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1183         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1184         SHADERMODE_COUNT
1185 }
1186 shadermode_t;
1187
1188 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1189 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1190 {
1191         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1192         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1193         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1194         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1195         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1196         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1197         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1198         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1199         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1200         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1201         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1202         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1203 };
1204
1205 typedef struct r_glsl_permutation_s
1206 {
1207         /// indicates if we have tried compiling this permutation already
1208         qboolean compiled;
1209         /// 0 if compilation failed
1210         int program;
1211         /// locations of detected uniforms in program object, or -1 if not found
1212         int loc_Texture_First;
1213         int loc_Texture_Second;
1214         int loc_Texture_GammaRamps;
1215         int loc_Texture_Normal;
1216         int loc_Texture_Color;
1217         int loc_Texture_Gloss;
1218         int loc_Texture_Glow;
1219         int loc_Texture_SecondaryNormal;
1220         int loc_Texture_SecondaryColor;
1221         int loc_Texture_SecondaryGloss;
1222         int loc_Texture_SecondaryGlow;
1223         int loc_Texture_Pants;
1224         int loc_Texture_Shirt;
1225         int loc_Texture_FogMask;
1226         int loc_Texture_Lightmap;
1227         int loc_Texture_Deluxemap;
1228         int loc_Texture_Attenuation;
1229         int loc_Texture_Cube;
1230         int loc_Texture_Refraction;
1231         int loc_Texture_Reflection;
1232         int loc_FogColor;
1233         int loc_LightPosition;
1234         int loc_EyePosition;
1235         int loc_Color_Pants;
1236         int loc_Color_Shirt;
1237         int loc_FogRangeRecip;
1238         int loc_AmbientScale;
1239         int loc_DiffuseScale;
1240         int loc_SpecularScale;
1241         int loc_SpecularPower;
1242         int loc_GlowScale;
1243         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1244         int loc_OffsetMapping_Scale;
1245         int loc_TintColor;
1246         int loc_AmbientColor;
1247         int loc_DiffuseColor;
1248         int loc_SpecularColor;
1249         int loc_LightDir;
1250         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1251         int loc_GammaCoeff; ///< 1 / gamma
1252         int loc_DistortScaleRefractReflect;
1253         int loc_ScreenScaleRefractReflect;
1254         int loc_ScreenCenterRefractReflect;
1255         int loc_RefractColor;
1256         int loc_ReflectColor;
1257         int loc_ReflectFactor;
1258         int loc_ReflectOffset;
1259         int loc_UserVec1;
1260         int loc_UserVec2;
1261         int loc_UserVec3;
1262         int loc_UserVec4;
1263         int loc_ClientTime;
1264         int loc_PixelSize;
1265         int loc_Saturation;
1266 }
1267 r_glsl_permutation_t;
1268
1269 /// information about each possible shader permutation
1270 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1271 /// currently selected permutation
1272 r_glsl_permutation_t *r_glsl_permutation;
1273
1274 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1275 {
1276         char *shaderstring;
1277         if (!filename || !filename[0])
1278                 return NULL;
1279         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1280         if (shaderstring)
1281         {
1282                 if (printfromdisknotice)
1283                         Con_DPrint("from disk... ");
1284                 return shaderstring;
1285         }
1286         else if (!strcmp(filename, "glsl/default.glsl"))
1287         {
1288                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1289                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1290         }
1291         return shaderstring;
1292 }
1293
1294 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1295 {
1296         int i;
1297         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1298         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1299         int vertstrings_count = 0;
1300         int geomstrings_count = 0;
1301         int fragstrings_count = 0;
1302         char *vertexstring, *geometrystring, *fragmentstring;
1303         const char *vertstrings_list[32+3];
1304         const char *geomstrings_list[32+3];
1305         const char *fragstrings_list[32+3];
1306         char permutationname[256];
1307
1308         if (p->compiled)
1309                 return;
1310         p->compiled = true;
1311         p->program = 0;
1312
1313         permutationname[0] = 0;
1314         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1315         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1316         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1317
1318         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1319
1320         // the first pretext is which type of shader to compile as
1321         // (later these will all be bound together as a program object)
1322         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1323         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1324         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1325
1326         // the second pretext is the mode (for example a light source)
1327         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1328         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1329         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1330         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1331
1332         // now add all the permutation pretexts
1333         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1334         {
1335                 if (permutation & (1<<i))
1336                 {
1337                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1338                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1339                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1340                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1341                 }
1342                 else
1343                 {
1344                         // keep line numbers correct
1345                         vertstrings_list[vertstrings_count++] = "\n";
1346                         geomstrings_list[geomstrings_count++] = "\n";
1347                         fragstrings_list[fragstrings_count++] = "\n";
1348                 }
1349         }
1350
1351         // now append the shader text itself
1352         vertstrings_list[vertstrings_count++] = vertexstring;
1353         geomstrings_list[geomstrings_count++] = geometrystring;
1354         fragstrings_list[fragstrings_count++] = fragmentstring;
1355
1356         // if any sources were NULL, clear the respective list
1357         if (!vertexstring)
1358                 vertstrings_count = 0;
1359         if (!geometrystring)
1360                 geomstrings_count = 0;
1361         if (!fragmentstring)
1362                 fragstrings_count = 0;
1363
1364         // compile the shader program
1365         if (vertstrings_count + geomstrings_count + fragstrings_count)
1366                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1367         if (p->program)
1368         {
1369                 CHECKGLERROR
1370                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1371                 // look up all the uniform variable names we care about, so we don't
1372                 // have to look them up every time we set them
1373                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1374                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1375                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1376                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1377                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1378                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1379                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1380                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1381                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1382                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1383                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1384                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1385                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1386                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1387                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1388                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1389                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1390                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1391                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1392                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1393                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1394                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1395                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1396                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1397                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1398                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1399                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1400                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1401                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1402                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1403                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1404                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1405                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1406                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1407                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1408                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1409                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1410                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1411                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1412                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1413                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1414                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1415                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1416                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1417                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1418                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1419                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1420                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1421                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1422                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1423                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1424                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1425                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1426                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1427                 // initialize the samplers to refer to the texture units we use
1428                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1429                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1430                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1431                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1432                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1433                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1434                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1435                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1436                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1437                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1438                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1439                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1440                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1441                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1442                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1443                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1444                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1445                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1446                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1447                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1448                 CHECKGLERROR
1449                 if (developer.integer)
1450                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1451         }
1452         else
1453                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1454
1455         // free the strings
1456         if (vertexstring)
1457                 Mem_Free(vertexstring);
1458         if (geometrystring)
1459                 Mem_Free(geometrystring);
1460         if (fragmentstring)
1461                 Mem_Free(fragmentstring);
1462 }
1463
1464 void R_GLSL_Restart_f(void)
1465 {
1466         unsigned int mode;
1467         unsigned int permutation;
1468         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1469                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1470                         if (r_glsl_permutations[mode][permutation].program)
1471                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1472         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1473 }
1474
1475 void R_GLSL_DumpShader_f(void)
1476 {
1477         int i;
1478
1479         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1480         if(!file)
1481         {
1482                 Con_Printf("failed to write to glsl/default.glsl\n");
1483                 return;
1484         }
1485
1486         FS_Print(file, "// The engine may define the following macros:\n");
1487         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1488         for (i = 0;i < SHADERMODE_COUNT;i++)
1489                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1490         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1491                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1492         FS_Print(file, "\n");
1493         FS_Print(file, builtinshaderstring);
1494         FS_Close(file);
1495
1496         Con_Printf("glsl/default.glsl written\n");
1497 }
1498
1499 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1500 {
1501         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1502         if (r_glsl_permutation != perm)
1503         {
1504                 r_glsl_permutation = perm;
1505                 if (!r_glsl_permutation->program)
1506                 {
1507                         if (!r_glsl_permutation->compiled)
1508                                 R_GLSL_CompilePermutation(mode, permutation);
1509                         if (!r_glsl_permutation->program)
1510                         {
1511                                 // remove features until we find a valid permutation
1512                                 int i;
1513                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1514                                 {
1515                                         // reduce i more quickly whenever it would not remove any bits
1516                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1517                                         if (!(permutation & j))
1518                                                 continue;
1519                                         permutation -= j;
1520                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1521                                         if (!r_glsl_permutation->compiled)
1522                                                 R_GLSL_CompilePermutation(mode, permutation);
1523                                         if (r_glsl_permutation->program)
1524                                                 break;
1525                                 }
1526                                 if (i >= SHADERPERMUTATION_COUNT)
1527                                 {
1528                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1529                                         Cvar_SetValueQuick(&r_glsl, 0);
1530                                         R_GLSL_Restart_f(); // unload shaders
1531                                         return; // no bit left to clear
1532                                 }
1533                         }
1534                 }
1535                 CHECKGLERROR
1536                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1537         }
1538 }
1539
1540 void R_SetupGenericShader(qboolean usetexture)
1541 {
1542         if (gl_support_fragment_shader)
1543         {
1544                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1545                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1546                 else if (r_glsl_permutation)
1547                 {
1548                         r_glsl_permutation = NULL;
1549                         qglUseProgramObjectARB(0);CHECKGLERROR
1550                 }
1551         }
1552 }
1553
1554 void R_SetupGenericTwoTextureShader(int texturemode)
1555 {
1556         if (gl_support_fragment_shader)
1557         {
1558                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1559                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1560                 else if (r_glsl_permutation)
1561                 {
1562                         r_glsl_permutation = NULL;
1563                         qglUseProgramObjectARB(0);CHECKGLERROR
1564                 }
1565         }
1566         if (!r_glsl_permutation)
1567         {
1568                 if (texturemode == GL_DECAL && gl_combine.integer)
1569                         texturemode = GL_INTERPOLATE_ARB;
1570                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1571         }
1572 }
1573
1574 void R_SetupDepthOrShadowShader(void)
1575 {
1576         if (gl_support_fragment_shader)
1577         {
1578                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1579                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1580                 else if (r_glsl_permutation)
1581                 {
1582                         r_glsl_permutation = NULL;
1583                         qglUseProgramObjectARB(0);CHECKGLERROR
1584                 }
1585         }
1586 }
1587
1588 extern rtexture_t *r_shadow_attenuationgradienttexture;
1589 extern rtexture_t *r_shadow_attenuation2dtexture;
1590 extern rtexture_t *r_shadow_attenuation3dtexture;
1591 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1592 {
1593         // select a permutation of the lighting shader appropriate to this
1594         // combination of texture, entity, light source, and fogging, only use the
1595         // minimum features necessary to avoid wasting rendering time in the
1596         // fragment shader on features that are not being used
1597         unsigned int permutation = 0;
1598         unsigned int mode = 0;
1599         // TODO: implement geometry-shader based shadow volumes someday
1600         if (r_glsl_offsetmapping.integer)
1601         {
1602                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1603                 if (r_glsl_offsetmapping_reliefmapping.integer)
1604                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1605         }
1606         if (rsurfacepass == RSURFPASS_BACKGROUND)
1607         {
1608                 // distorted background
1609                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1610                         mode = SHADERMODE_WATER;
1611                 else
1612                         mode = SHADERMODE_REFRACTION;
1613         }
1614         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1615         {
1616                 // light source
1617                 mode = SHADERMODE_LIGHTSOURCE;
1618                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1619                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1620                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1621                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1622                 if (diffusescale > 0)
1623                         permutation |= SHADERPERMUTATION_DIFFUSE;
1624                 if (specularscale > 0)
1625                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1626                 if (r_refdef.fogenabled)
1627                         permutation |= SHADERPERMUTATION_FOG;
1628                 if (rsurface.texture->colormapping)
1629                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1630                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1631                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1632         }
1633         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1634         {
1635                 // unshaded geometry (fullbright or ambient model lighting)
1636                 mode = SHADERMODE_FLATCOLOR;
1637                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1640                         permutation |= SHADERPERMUTATION_GLOW;
1641                 if (r_refdef.fogenabled)
1642                         permutation |= SHADERPERMUTATION_FOG;
1643                 if (rsurface.texture->colormapping)
1644                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1645                 if (r_glsl_offsetmapping.integer)
1646                 {
1647                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1648                         if (r_glsl_offsetmapping_reliefmapping.integer)
1649                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1650                 }
1651                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1652                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1653                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1654                         permutation |= SHADERPERMUTATION_REFLECTION;
1655         }
1656         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1657         {
1658                 // directional model lighting
1659                 mode = SHADERMODE_LIGHTDIRECTION;
1660                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1661                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1662                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1663                         permutation |= SHADERPERMUTATION_GLOW;
1664                 permutation |= SHADERPERMUTATION_DIFFUSE;
1665                 if (specularscale > 0)
1666                         permutation |= SHADERPERMUTATION_SPECULAR;
1667                 if (r_refdef.fogenabled)
1668                         permutation |= SHADERPERMUTATION_FOG;
1669                 if (rsurface.texture->colormapping)
1670                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1671                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1672                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1673                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1674                         permutation |= SHADERPERMUTATION_REFLECTION;
1675         }
1676         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1677         {
1678                 // ambient model lighting
1679                 mode = SHADERMODE_LIGHTDIRECTION;
1680                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1681                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1682                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1683                         permutation |= SHADERPERMUTATION_GLOW;
1684                 if (r_refdef.fogenabled)
1685                         permutation |= SHADERPERMUTATION_FOG;
1686                 if (rsurface.texture->colormapping)
1687                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1688                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1689                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1690                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1691                         permutation |= SHADERPERMUTATION_REFLECTION;
1692         }
1693         else
1694         {
1695                 // lightmapped wall
1696                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1697                 {
1698                         // deluxemapping (light direction texture)
1699                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1700                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1701                         else
1702                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1703                         permutation |= SHADERPERMUTATION_DIFFUSE;
1704                         if (specularscale > 0)
1705                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1706                 }
1707                 else if (r_glsl_deluxemapping.integer >= 2)
1708                 {
1709                         // fake deluxemapping (uniform light direction in tangentspace)
1710                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1711                         permutation |= SHADERPERMUTATION_DIFFUSE;
1712                         if (specularscale > 0)
1713                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1714                 }
1715                 else if (rsurface.uselightmaptexture)
1716                 {
1717                         // ordinary lightmapping (q1bsp, q3bsp)
1718                         mode = SHADERMODE_LIGHTMAP;
1719                 }
1720                 else
1721                 {
1722                         // ordinary vertex coloring (q3bsp)
1723                         mode = SHADERMODE_VERTEXCOLOR;
1724                 }
1725                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1726                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1727                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1728                         permutation |= SHADERPERMUTATION_GLOW;
1729                 if (r_refdef.fogenabled)
1730                         permutation |= SHADERPERMUTATION_FOG;
1731                 if (rsurface.texture->colormapping)
1732                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1733                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1734                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1735                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1736                         permutation |= SHADERPERMUTATION_REFLECTION;
1737         }
1738         if(permutation & SHADERPERMUTATION_SPECULAR)
1739                 if(r_shadow_glossexact.integer)
1740                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1741         R_SetupShader_SetPermutation(mode, permutation);
1742         if (mode == SHADERMODE_LIGHTSOURCE)
1743         {
1744                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1745                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1746                 {
1747                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1748                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1749                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1750                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1751                 }
1752                 else
1753                 {
1754                         // ambient only is simpler
1755                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1756                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1757                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1758                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1759                 }
1760                 // additive passes are only darkened by fog, not tinted
1761                 if (r_glsl_permutation->loc_FogColor >= 0)
1762                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1763         }
1764         else
1765         {
1766                 if (mode == SHADERMODE_LIGHTDIRECTION)
1767                 {
1768                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1769                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1770                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1771                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1772                 }
1773                 else
1774                 {
1775                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1776                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1777                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1778                 }
1779                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1780                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1781                 // additive passes are only darkened by fog, not tinted
1782                 if (r_glsl_permutation->loc_FogColor >= 0)
1783                 {
1784                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1785                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1786                         else
1787                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1788                 }
1789                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1790                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1791                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1792                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1793                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1794                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1795                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1796         }
1797         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1798         {
1799                 // The formula used is actually:
1800                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1801                 //   color.rgb *= SceneBrightness;
1802                 // simplified:
1803                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1804                 // and do [[calculations]] here in the engine
1805                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1806                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1807         }
1808         else
1809                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1810         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1811         if (r_glsl_permutation->loc_Color_Pants >= 0)
1812         {
1813                 if (rsurface.texture->currentskinframe->pants)
1814                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1815                 else
1816                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1817         }
1818         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1819         {
1820                 if (rsurface.texture->currentskinframe->shirt)
1821                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1822                 else
1823                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1824         }
1825         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1826         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1827         {
1828                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1829         }
1830         else
1831         {
1832                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1833         }
1834         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1835         CHECKGLERROR
1836 }
1837
1838 #define SKINFRAME_HASH 1024
1839
1840 typedef struct
1841 {
1842         int loadsequence; // incremented each level change
1843         memexpandablearray_t array;
1844         skinframe_t *hash[SKINFRAME_HASH];
1845 }
1846 r_skinframe_t;
1847 r_skinframe_t r_skinframe;
1848
1849 void R_SkinFrame_PrepareForPurge(void)
1850 {
1851         r_skinframe.loadsequence++;
1852         // wrap it without hitting zero
1853         if (r_skinframe.loadsequence >= 200)
1854                 r_skinframe.loadsequence = 1;
1855 }
1856
1857 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1858 {
1859         if (!skinframe)
1860                 return;
1861         // mark the skinframe as used for the purging code
1862         skinframe->loadsequence = r_skinframe.loadsequence;
1863 }
1864
1865 void R_SkinFrame_Purge(void)
1866 {
1867         int i;
1868         skinframe_t *s;
1869         for (i = 0;i < SKINFRAME_HASH;i++)
1870         {
1871                 for (s = r_skinframe.hash[i];s;s = s->next)
1872                 {
1873                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1874                         {
1875                                 if (s->merged == s->base)
1876                                         s->merged = NULL;
1877                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1878                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1879                                 R_PurgeTexture(s->merged);s->merged = NULL;
1880                                 R_PurgeTexture(s->base  );s->base   = NULL;
1881                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1882                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1883                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1884                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1885                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1886                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1887                                 s->loadsequence = 0;
1888                         }
1889                 }
1890         }
1891 }
1892
1893 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1894         skinframe_t *item;
1895         char basename[MAX_QPATH];
1896
1897         Image_StripImageExtension(name, basename, sizeof(basename));
1898
1899         if( last == NULL ) {
1900                 int hashindex;
1901                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1902                 item = r_skinframe.hash[hashindex];
1903         } else {
1904                 item = last->next;
1905         }
1906
1907         // linearly search through the hash bucket
1908         for( ; item ; item = item->next ) {
1909                 if( !strcmp( item->basename, basename ) ) {
1910                         return item;
1911                 }
1912         }
1913         return NULL;
1914 }
1915
1916 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1917 {
1918         skinframe_t *item;
1919         int hashindex;
1920         char basename[MAX_QPATH];
1921
1922         Image_StripImageExtension(name, basename, sizeof(basename));
1923
1924         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1925         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1926                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1927                         break;
1928
1929         if (!item) {
1930                 rtexture_t *dyntexture;
1931                 // check whether its a dynamic texture
1932                 dyntexture = CL_GetDynTexture( basename );
1933                 if (!add && !dyntexture)
1934                         return NULL;
1935                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1936                 memset(item, 0, sizeof(*item));
1937                 strlcpy(item->basename, basename, sizeof(item->basename));
1938                 item->base = dyntexture; // either NULL or dyntexture handle
1939                 item->textureflags = textureflags;
1940                 item->comparewidth = comparewidth;
1941                 item->compareheight = compareheight;
1942                 item->comparecrc = comparecrc;
1943                 item->next = r_skinframe.hash[hashindex];
1944                 r_skinframe.hash[hashindex] = item;
1945         }
1946         else if( item->base == NULL )
1947         {
1948                 rtexture_t *dyntexture;
1949                 // check whether its a dynamic texture
1950                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1951                 dyntexture = CL_GetDynTexture( basename );
1952                 item->base = dyntexture; // either NULL or dyntexture handle
1953         }
1954
1955         R_SkinFrame_MarkUsed(item);
1956         return item;
1957 }
1958
1959 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1960         { \
1961                 unsigned long long avgcolor[5], wsum; \
1962                 int pix, comp, w; \
1963                 avgcolor[0] = 0; \
1964                 avgcolor[1] = 0; \
1965                 avgcolor[2] = 0; \
1966                 avgcolor[3] = 0; \
1967                 avgcolor[4] = 0; \
1968                 wsum = 0; \
1969                 for(pix = 0; pix < cnt; ++pix) \
1970                 { \
1971                         w = 0; \
1972                         for(comp = 0; comp < 3; ++comp) \
1973                                 w += getpixel; \
1974                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1975                         { \
1976                                 ++wsum; \
1977                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1978                                 w = getpixel; \
1979                                 for(comp = 0; comp < 3; ++comp) \
1980                                         avgcolor[comp] += getpixel * w; \
1981                                 avgcolor[3] += w; \
1982                         } \
1983                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1984                         avgcolor[4] += getpixel; \
1985                 } \
1986                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1987                         avgcolor[3] = 1; \
1988                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1989                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1990                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1991                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1992         }
1993
1994 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1995 {
1996         // FIXME: it should be possible to disable loading various layers using
1997         // cvars, to prevent wasted loading time and memory usage if the user does
1998         // not want them
1999         qboolean loadnormalmap = true;
2000         qboolean loadgloss = true;
2001         qboolean loadpantsandshirt = true;
2002         qboolean loadglow = true;
2003         int j;
2004         unsigned char *pixels;
2005         unsigned char *bumppixels;
2006         unsigned char *basepixels = NULL;
2007         int basepixels_width;
2008         int basepixels_height;
2009         skinframe_t *skinframe;
2010
2011         *has_alpha = false;
2012
2013         if (cls.state == ca_dedicated)
2014                 return NULL;
2015
2016         // return an existing skinframe if already loaded
2017         // if loading of the first image fails, don't make a new skinframe as it
2018         // would cause all future lookups of this to be missing
2019         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2020         if (skinframe && skinframe->base)
2021                 return skinframe;
2022
2023         basepixels = loadimagepixelsbgra(name, complain, true);
2024         if (basepixels == NULL)
2025                 return NULL;
2026
2027         if (developer_loading.integer)
2028                 Con_Printf("loading skin \"%s\"\n", name);
2029
2030         // we've got some pixels to store, so really allocate this new texture now
2031         if (!skinframe)
2032                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2033         skinframe->stain = NULL;
2034         skinframe->merged = NULL;
2035         skinframe->base = r_texture_notexture;
2036         skinframe->pants = NULL;
2037         skinframe->shirt = NULL;
2038         skinframe->nmap = r_texture_blanknormalmap;
2039         skinframe->gloss = NULL;
2040         skinframe->glow = NULL;
2041         skinframe->fog = NULL;
2042
2043         basepixels_width = image_width;
2044         basepixels_height = image_height;
2045         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2046
2047         if (textureflags & TEXF_ALPHA)
2048         {
2049                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2050                         if (basepixels[j] < 255)
2051                                 break;
2052                 if (j < basepixels_width * basepixels_height * 4)
2053                 {
2054                         // has transparent pixels
2055                         *has_alpha = true;
2056                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2057                         for (j = 0;j < image_width * image_height * 4;j += 4)
2058                         {
2059                                 pixels[j+0] = 255;
2060                                 pixels[j+1] = 255;
2061                                 pixels[j+2] = 255;
2062                                 pixels[j+3] = basepixels[j+3];
2063                         }
2064                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2065                         Mem_Free(pixels);
2066                 }
2067         }
2068
2069         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2070         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2071
2072         // _norm is the name used by tenebrae and has been adopted as standard
2073         if (loadnormalmap)
2074         {
2075                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2076                 {
2077                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2078                         Mem_Free(pixels);
2079                         pixels = NULL;
2080                 }
2081                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2082                 {
2083                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2084                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2085                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2086                         Mem_Free(pixels);
2087                         Mem_Free(bumppixels);
2088                 }
2089                 else if (r_shadow_bumpscale_basetexture.value > 0)
2090                 {
2091                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2092                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2093                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2094                         Mem_Free(pixels);
2095                 }
2096         }
2097         // _luma is supported for tenebrae compatibility
2098         // (I think it's a very stupid name, but oh well)
2099         // _glow is the preferred name
2100         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2101         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2102         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2103         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2104
2105         if (basepixels)
2106                 Mem_Free(basepixels);
2107
2108         return skinframe;
2109 }
2110
2111 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2112 {
2113         qboolean has_alpha;
2114         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2115 }
2116
2117 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2118 {
2119         int i;
2120         if (!force)
2121         {
2122                 for (i = 0;i < width*height;i++)
2123                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2124                                 break;
2125                 if (i == width*height)
2126                         return NULL;
2127         }
2128         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2129 }
2130
2131 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2132 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2133 {
2134         int i;
2135         unsigned char *temp1, *temp2;
2136         skinframe_t *skinframe;
2137
2138         if (cls.state == ca_dedicated)
2139                 return NULL;
2140
2141         // if already loaded just return it, otherwise make a new skinframe
2142         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2143         if (skinframe && skinframe->base)
2144                 return skinframe;
2145
2146         skinframe->stain = NULL;
2147         skinframe->merged = NULL;
2148         skinframe->base = r_texture_notexture;
2149         skinframe->pants = NULL;
2150         skinframe->shirt = NULL;
2151         skinframe->nmap = r_texture_blanknormalmap;
2152         skinframe->gloss = NULL;
2153         skinframe->glow = NULL;
2154         skinframe->fog = NULL;
2155
2156         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2157         if (!skindata)
2158                 return NULL;
2159
2160         if (developer_loading.integer)
2161                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2162
2163         if (r_shadow_bumpscale_basetexture.value > 0)
2164         {
2165                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2166                 temp2 = temp1 + width * height * 4;
2167                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2168                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2169                 Mem_Free(temp1);
2170         }
2171         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2172         if (textureflags & TEXF_ALPHA)
2173         {
2174                 for (i = 3;i < width * height * 4;i += 4)
2175                         if (skindata[i] < 255)
2176                                 break;
2177                 if (i < width * height * 4)
2178                 {
2179                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2180                         memcpy(fogpixels, skindata, width * height * 4);
2181                         for (i = 0;i < width * height * 4;i += 4)
2182                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2183                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2184                         Mem_Free(fogpixels);
2185                 }
2186         }
2187
2188         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2189         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2190
2191         return skinframe;
2192 }
2193
2194 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2195 {
2196         int i;
2197         unsigned char *temp1, *temp2;
2198         unsigned int *palette;
2199         skinframe_t *skinframe;
2200
2201         if (cls.state == ca_dedicated)
2202                 return NULL;
2203
2204         // if already loaded just return it, otherwise make a new skinframe
2205         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2206         if (skinframe && skinframe->base)
2207                 return skinframe;
2208
2209         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2210
2211         skinframe->stain = NULL;
2212         skinframe->merged = NULL;
2213         skinframe->base = r_texture_notexture;
2214         skinframe->pants = NULL;
2215         skinframe->shirt = NULL;
2216         skinframe->nmap = r_texture_blanknormalmap;
2217         skinframe->gloss = NULL;
2218         skinframe->glow = NULL;
2219         skinframe->fog = NULL;
2220
2221         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2222         if (!skindata)
2223                 return NULL;
2224
2225         if (developer_loading.integer)
2226                 Con_Printf("loading quake skin \"%s\"\n", name);
2227
2228         if (r_shadow_bumpscale_basetexture.value > 0)
2229         {
2230                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2231                 temp2 = temp1 + width * height * 4;
2232                 // use either a custom palette or the quake palette
2233                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2234                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2235                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2236                 Mem_Free(temp1);
2237         }
2238         // use either a custom palette, or the quake palette
2239         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2240         if (loadglowtexture)
2241                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2242         if (loadpantsandshirt)
2243         {
2244                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2245                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2246         }
2247         if (skinframe->pants || skinframe->shirt)
2248                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2249         if (textureflags & TEXF_ALPHA)
2250         {
2251                 for (i = 0;i < width * height;i++)
2252                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2253                                 break;
2254                 if (i < width * height)
2255                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2256         }
2257
2258         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2259         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2260
2261         return skinframe;
2262 }
2263
2264 skinframe_t *R_SkinFrame_LoadMissing(void)
2265 {
2266         skinframe_t *skinframe;
2267
2268         if (cls.state == ca_dedicated)
2269                 return NULL;
2270
2271         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2272         skinframe->stain = NULL;
2273         skinframe->merged = NULL;
2274         skinframe->base = r_texture_notexture;
2275         skinframe->pants = NULL;
2276         skinframe->shirt = NULL;
2277         skinframe->nmap = r_texture_blanknormalmap;
2278         skinframe->gloss = NULL;
2279         skinframe->glow = NULL;
2280         skinframe->fog = NULL;
2281
2282         skinframe->avgcolor[0] = rand() / RAND_MAX;
2283         skinframe->avgcolor[1] = rand() / RAND_MAX;
2284         skinframe->avgcolor[2] = rand() / RAND_MAX;
2285         skinframe->avgcolor[3] = 1;
2286
2287         return skinframe;
2288 }
2289
2290 void gl_main_start(void)
2291 {
2292         r_numqueries = 0;
2293         r_maxqueries = 0;
2294         memset(r_queries, 0, sizeof(r_queries));
2295
2296         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2297         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2298
2299         // set up r_skinframe loading system for textures
2300         memset(&r_skinframe, 0, sizeof(r_skinframe));
2301         r_skinframe.loadsequence = 1;
2302         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2303
2304         r_main_texturepool = R_AllocTexturePool();
2305         R_BuildBlankTextures();
2306         R_BuildNoTexture();
2307         if (gl_texturecubemap)
2308         {
2309                 R_BuildWhiteCube();
2310                 R_BuildNormalizationCube();
2311         }
2312         r_texture_fogattenuation = NULL;
2313         r_texture_gammaramps = NULL;
2314         //r_texture_fogintensity = NULL;
2315         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2316         memset(&r_waterstate, 0, sizeof(r_waterstate));
2317         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2318         memset(&r_svbsp, 0, sizeof (r_svbsp));
2319
2320         r_refdef.fogmasktable_density = 0;
2321 }
2322
2323 extern rtexture_t *loadingscreentexture;
2324 void gl_main_shutdown(void)
2325 {
2326         if (r_maxqueries)
2327                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2328
2329         r_numqueries = 0;
2330         r_maxqueries = 0;
2331         memset(r_queries, 0, sizeof(r_queries));
2332
2333         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2334         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2335
2336         // clear out the r_skinframe state
2337         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2338         memset(&r_skinframe, 0, sizeof(r_skinframe));
2339
2340         if (r_svbsp.nodes)
2341                 Mem_Free(r_svbsp.nodes);
2342         memset(&r_svbsp, 0, sizeof (r_svbsp));
2343         R_FreeTexturePool(&r_main_texturepool);
2344         loadingscreentexture = NULL;
2345         r_texture_blanknormalmap = NULL;
2346         r_texture_white = NULL;
2347         r_texture_grey128 = NULL;
2348         r_texture_black = NULL;
2349         r_texture_whitecube = NULL;
2350         r_texture_normalizationcube = NULL;
2351         r_texture_fogattenuation = NULL;
2352         r_texture_gammaramps = NULL;
2353         //r_texture_fogintensity = NULL;
2354         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2355         memset(&r_waterstate, 0, sizeof(r_waterstate));
2356         R_GLSL_Restart_f();
2357 }
2358
2359 extern void CL_ParseEntityLump(char *entitystring);
2360 void gl_main_newmap(void)
2361 {
2362         // FIXME: move this code to client
2363         int l;
2364         char *entities, entname[MAX_QPATH];
2365         if (cl.worldmodel)
2366         {
2367                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2368                 l = (int)strlen(entname) - 4;
2369                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2370                 {
2371                         memcpy(entname + l, ".ent", 5);
2372                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2373                         {
2374                                 CL_ParseEntityLump(entities);
2375                                 Mem_Free(entities);
2376                                 return;
2377                         }
2378                 }
2379                 if (cl.worldmodel->brush.entities)
2380                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2381         }
2382 }
2383
2384 void GL_Main_Init(void)
2385 {
2386         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2387
2388         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2389         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2390         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2391         if (gamemode == GAME_NEHAHRA)
2392         {
2393                 Cvar_RegisterVariable (&gl_fogenable);
2394                 Cvar_RegisterVariable (&gl_fogdensity);
2395                 Cvar_RegisterVariable (&gl_fogred);
2396                 Cvar_RegisterVariable (&gl_foggreen);
2397                 Cvar_RegisterVariable (&gl_fogblue);
2398                 Cvar_RegisterVariable (&gl_fogstart);
2399                 Cvar_RegisterVariable (&gl_fogend);
2400                 Cvar_RegisterVariable (&gl_skyclip);
2401         }
2402         Cvar_RegisterVariable(&r_motionblur);
2403         Cvar_RegisterVariable(&r_motionblur_maxblur);
2404         Cvar_RegisterVariable(&r_motionblur_bmin);
2405         Cvar_RegisterVariable(&r_motionblur_vmin);
2406         Cvar_RegisterVariable(&r_motionblur_vmax);
2407         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2408         Cvar_RegisterVariable(&r_motionblur_randomize);
2409         Cvar_RegisterVariable(&r_damageblur);
2410         Cvar_RegisterVariable(&r_animcache);
2411         Cvar_RegisterVariable(&r_motionblur_debug);
2412         Cvar_RegisterVariable(&r_depthfirst);
2413         Cvar_RegisterVariable(&r_useinfinitefarclip);
2414         Cvar_RegisterVariable(&r_nearclip);
2415         Cvar_RegisterVariable(&r_showbboxes);
2416         Cvar_RegisterVariable(&r_showsurfaces);
2417         Cvar_RegisterVariable(&r_showtris);
2418         Cvar_RegisterVariable(&r_shownormals);
2419         Cvar_RegisterVariable(&r_showlighting);
2420         Cvar_RegisterVariable(&r_showshadowvolumes);
2421         Cvar_RegisterVariable(&r_showcollisionbrushes);
2422         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2423         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2424         Cvar_RegisterVariable(&r_showdisabledepthtest);
2425         Cvar_RegisterVariable(&r_drawportals);
2426         Cvar_RegisterVariable(&r_drawentities);
2427         Cvar_RegisterVariable(&r_cullentities_trace);
2428         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2429         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2430         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2431         Cvar_RegisterVariable(&r_drawviewmodel);
2432         Cvar_RegisterVariable(&r_speeds);
2433         Cvar_RegisterVariable(&r_fullbrights);
2434         Cvar_RegisterVariable(&r_wateralpha);
2435         Cvar_RegisterVariable(&r_dynamic);
2436         Cvar_RegisterVariable(&r_fullbright);
2437         Cvar_RegisterVariable(&r_shadows);
2438         Cvar_RegisterVariable(&r_shadows_throwdistance);
2439         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2440         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2441         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2442         Cvar_RegisterVariable(&r_fog_exp2);
2443         Cvar_RegisterVariable(&r_drawfog);
2444         Cvar_RegisterVariable(&r_textureunits);
2445         Cvar_RegisterVariable(&r_glsl);
2446         Cvar_RegisterVariable(&r_glsl_contrastboost);
2447         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2448         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2449         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2450         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2451         Cvar_RegisterVariable(&r_glsl_postprocess);
2452         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2453         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2454         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2455         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2456         Cvar_RegisterVariable(&r_glsl_usegeneric);
2457         Cvar_RegisterVariable(&r_water);
2458         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2459         Cvar_RegisterVariable(&r_water_clippingplanebias);
2460         Cvar_RegisterVariable(&r_water_refractdistort);
2461         Cvar_RegisterVariable(&r_water_reflectdistort);
2462         Cvar_RegisterVariable(&r_lerpsprites);
2463         Cvar_RegisterVariable(&r_lerpmodels);
2464         Cvar_RegisterVariable(&r_lerplightstyles);
2465         Cvar_RegisterVariable(&r_waterscroll);
2466         Cvar_RegisterVariable(&r_bloom);
2467         Cvar_RegisterVariable(&r_bloom_colorscale);
2468         Cvar_RegisterVariable(&r_bloom_brighten);
2469         Cvar_RegisterVariable(&r_bloom_blur);
2470         Cvar_RegisterVariable(&r_bloom_resolution);
2471         Cvar_RegisterVariable(&r_bloom_colorexponent);
2472         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2473         Cvar_RegisterVariable(&r_hdr);
2474         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2475         Cvar_RegisterVariable(&r_hdr_glowintensity);
2476         Cvar_RegisterVariable(&r_hdr_range);
2477         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2478         Cvar_RegisterVariable(&developer_texturelogging);
2479         Cvar_RegisterVariable(&gl_lightmaps);
2480         Cvar_RegisterVariable(&r_test);
2481         Cvar_RegisterVariable(&r_batchmode);
2482         Cvar_RegisterVariable(&r_glsl_saturation);
2483         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2484                 Cvar_SetValue("r_fullbrights", 0);
2485         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2486
2487         Cvar_RegisterVariable(&r_track_sprites);
2488         Cvar_RegisterVariable(&r_track_sprites_flags);
2489         Cvar_RegisterVariable(&r_track_sprites_scalew);
2490         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2491 }
2492
2493 extern void R_Textures_Init(void);
2494 extern void GL_Draw_Init(void);
2495 extern void GL_Main_Init(void);
2496 extern void R_Shadow_Init(void);
2497 extern void R_Sky_Init(void);
2498 extern void GL_Surf_Init(void);
2499 extern void R_Particles_Init(void);
2500 extern void R_Explosion_Init(void);
2501 extern void gl_backend_init(void);
2502 extern void Sbar_Init(void);
2503 extern void R_LightningBeams_Init(void);
2504 extern void Mod_RenderInit(void);
2505
2506 void Render_Init(void)
2507 {
2508         gl_backend_init();
2509         R_Textures_Init();
2510         GL_Main_Init();
2511         GL_Draw_Init();
2512         R_Shadow_Init();
2513         R_Sky_Init();
2514         GL_Surf_Init();
2515         Sbar_Init();
2516         R_Particles_Init();
2517         R_Explosion_Init();
2518         R_LightningBeams_Init();
2519         Mod_RenderInit();
2520 }
2521
2522 /*
2523 ===============
2524 GL_Init
2525 ===============
2526 */
2527 extern char *ENGINE_EXTENSIONS;
2528 void GL_Init (void)
2529 {
2530         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2531         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2532         gl_version = (const char *)qglGetString(GL_VERSION);
2533         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2534
2535         if (!gl_extensions)
2536                 gl_extensions = "";
2537         if (!gl_platformextensions)
2538                 gl_platformextensions = "";
2539
2540         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2541         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2542         Con_Printf("GL_VERSION: %s\n", gl_version);
2543         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2544         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2545
2546         VID_CheckExtensions();
2547
2548         // LordHavoc: report supported extensions
2549         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2550
2551         // clear to black (loading plaque will be seen over this)
2552         CHECKGLERROR
2553         qglClearColor(0,0,0,1);CHECKGLERROR
2554         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2555 }
2556
2557 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2558 {
2559         int i;
2560         mplane_t *p;
2561         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2562         {
2563                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2564                 if (i == 4)
2565                         continue;
2566                 p = r_refdef.view.frustum + i;
2567                 switch(p->signbits)
2568                 {
2569                 default:
2570                 case 0:
2571                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2572                                 return true;
2573                         break;
2574                 case 1:
2575                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2576                                 return true;
2577                         break;
2578                 case 2:
2579                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2580                                 return true;
2581                         break;
2582                 case 3:
2583                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2584                                 return true;
2585                         break;
2586                 case 4:
2587                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2588                                 return true;
2589                         break;
2590                 case 5:
2591                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2592                                 return true;
2593                         break;
2594                 case 6:
2595                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2596                                 return true;
2597                         break;
2598                 case 7:
2599                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2600                                 return true;
2601                         break;
2602                 }
2603         }
2604         return false;
2605 }
2606
2607 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2608 {
2609         int i;
2610         const mplane_t *p;
2611         for (i = 0;i < numplanes;i++)
2612         {
2613                 p = planes + i;
2614                 switch(p->signbits)
2615                 {
2616                 default:
2617                 case 0:
2618                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2619                                 return true;
2620                         break;
2621                 case 1:
2622                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2623                                 return true;
2624                         break;
2625                 case 2:
2626                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2627                                 return true;
2628                         break;
2629                 case 3:
2630                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2631                                 return true;
2632                         break;
2633                 case 4:
2634                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2635                                 return true;
2636                         break;
2637                 case 5:
2638                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2639                                 return true;
2640                         break;
2641                 case 6:
2642                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2643                                 return true;
2644                         break;
2645                 case 7:
2646                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2647                                 return true;
2648                         break;
2649                 }
2650         }
2651         return false;
2652 }
2653
2654 //==================================================================================
2655
2656 /**
2657  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
2658  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
2659  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
2660  */
2661
2662 typedef struct
2663 {
2664         int numVerts;
2665         float *vertexes;
2666         float *normals;
2667         float *sVectors;
2668         float *tVectors;
2669 } anim_cache_t;
2670
2671 static anim_cache_t r_animCache[MAX_EDICTS];
2672 static int r_numAnimCache;
2673
2674 void R_EmptyAnimCache(void)
2675 {
2676         int idx;
2677         for (idx=0 ; idx<r_numAnimCache ; idx++)
2678         {
2679                 r_animCache[idx].numVerts = 0;
2680                 Mem_Free(r_animCache[idx].vertexes);
2681                 r_animCache[idx].vertexes = NULL;
2682                 r_animCache[idx].normals = NULL;
2683                 r_animCache[idx].sVectors = NULL;
2684                 r_animCache[idx].tVectors = NULL;
2685         }
2686         r_numAnimCache = 0;
2687 }
2688
2689 void R_ResizeAnimCache(const int cacheIdx, const int numVerts)
2690 {
2691         int arraySize;
2692         float *base;
2693         anim_cache_t *cache = &r_animCache[cacheIdx];
2694
2695         if (cache->numVerts >= numVerts)
2696                 return;
2697
2698         // Release existing memory
2699         if (cache->vertexes)
2700                 Mem_Free(cache->vertexes);
2701
2702         // Pad by 1024 verts
2703         cache->numVerts = (numVerts + 1023) & ~1023;
2704         arraySize = cache->numVerts * 3;
2705
2706         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
2707         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
2708         r_animCache[cacheIdx].vertexes = base;
2709         r_animCache[cacheIdx].normals = base + arraySize;
2710         r_animCache[cacheIdx].sVectors = base + arraySize*2;
2711         r_animCache[cacheIdx].tVectors = base + arraySize*3;
2712
2713 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
2714 }
2715
2716 void R_RunAnimCache(void)
2717 {
2718         int entIdx, cacheIdx;
2719         entity_render_t *ent;
2720         dp_model_t *model;
2721
2722         // Only proceed if desired
2723         if (!r_animcache.integer || !r_drawentities.integer)
2724         {
2725                 // Flush memory
2726                 if (r_numAnimCache != 0)
2727                 {
2728                         R_EmptyAnimCache();
2729
2730                         // Clear any existing animcacheindex references
2731                         for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
2732                         {
2733                                 ent = r_refdef.scene.entities[entIdx];
2734                                 ent->animcacheindex = 0;
2735                         }
2736                 }
2737                 return;
2738         }
2739
2740         // Generate new cache
2741         cacheIdx = 0;
2742         for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
2743         {
2744                 ent = r_refdef.scene.entities[entIdx];
2745
2746                 if (!r_refdef.viewcache.entityvisible[entIdx])
2747                 {
2748                         ent->animcacheindex = 0;
2749                         continue;
2750                 }
2751
2752                 model = ent->model;
2753                 if (model && model->Draw != NULL
2754                 && model->surfmesh.isanimated && model->AnimateVertices && (ent->frameblend[0].lerp != 1 || ent->frameblend[0].subframe != 0))
2755                 {
2756                         R_ResizeAnimCache(cacheIdx, model->surfmesh.num_vertices);
2757
2758                         // FIXME: Some stable way of determining if normals/tangets aren't going to be needed would be good for optimizing this
2759                         model->AnimateVertices(
2760                                 model, ent->frameblend,
2761                                 r_animCache[cacheIdx].vertexes,
2762                                 r_animCache[cacheIdx].normals,
2763                                 r_animCache[cacheIdx].sVectors,
2764                                 r_animCache[cacheIdx].tVectors
2765                         );
2766
2767                         cacheIdx++;
2768                         ent->animcacheindex = cacheIdx;
2769                 }
2770                 else
2771                 {
2772                         ent->animcacheindex = 0;
2773                 }
2774         }
2775
2776         // Increase our limit if necessary
2777         r_numAnimCache = max(r_numAnimCache, cacheIdx);
2778 }
2779
2780 //==================================================================================
2781
2782 static void R_View_UpdateEntityLighting (void)
2783 {
2784         int i;
2785         entity_render_t *ent;
2786         vec3_t tempdiffusenormal;
2787
2788         for (i = 0;i < r_refdef.scene.numentities;i++)
2789         {
2790                 ent = r_refdef.scene.entities[i];
2791
2792                 // skip unseen models
2793                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2794                         continue;
2795
2796                 // skip bsp models
2797                 if (ent->model && ent->model->brush.num_leafs)
2798                 {
2799                         // TODO: use modellight for r_ambient settings on world?
2800                         VectorSet(ent->modellight_ambient, 0, 0, 0);
2801                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
2802                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
2803                         continue;
2804                 }
2805
2806                 // fetch the lighting from the worldmodel data
2807                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
2808                 VectorClear(ent->modellight_diffuse);
2809                 VectorClear(tempdiffusenormal);
2810                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2811                 {
2812                         vec3_t org;
2813                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2814                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2815                 }
2816                 else // highly rare
2817                         VectorSet(ent->modellight_ambient, 1, 1, 1);
2818
2819                 // move the light direction into modelspace coordinates for lighting code
2820                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2821                 if(VectorLength2(ent->modellight_lightdir) == 0)
2822                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2823                 VectorNormalize(ent->modellight_lightdir);
2824         }
2825 }
2826
2827 static void R_View_UpdateEntityVisible (void)
2828 {
2829         int i, renderimask;
2830         entity_render_t *ent;
2831
2832         if (!r_drawentities.integer)
2833                 return;
2834
2835         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2836         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2837         {
2838                 // worldmodel can check visibility
2839                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2840                 for (i = 0;i < r_refdef.scene.numentities;i++)
2841                 {
2842                         ent = r_refdef.scene.entities[i];
2843                         if (!(ent->flags & renderimask))
2844                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2845                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2846                                 r_refdef.viewcache.entityvisible[i] = true;
2847                 }
2848                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2849                 {
2850                         for (i = 0;i < r_refdef.scene.numentities;i++)
2851                         {
2852                                 ent = r_refdef.scene.entities[i];
2853                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2854                                 {
2855                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2856                                                 ent->last_trace_visibility = realtime;
2857                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2858                                                 r_refdef.viewcache.entityvisible[i] = 0;
2859                                 }
2860                         }
2861                 }
2862         }
2863         else
2864         {
2865                 // no worldmodel or it can't check visibility
2866                 for (i = 0;i < r_refdef.scene.numentities;i++)
2867                 {
2868                         ent = r_refdef.scene.entities[i];
2869                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2870                 }
2871         }
2872 }
2873
2874 /// only used if skyrendermasked, and normally returns false
2875 int R_DrawBrushModelsSky (void)
2876 {
2877         int i, sky;
2878         entity_render_t *ent;
2879
2880         if (!r_drawentities.integer)
2881                 return false;
2882
2883         sky = false;
2884         for (i = 0;i < r_refdef.scene.numentities;i++)
2885         {
2886                 if (!r_refdef.viewcache.entityvisible[i])
2887                         continue;
2888                 ent = r_refdef.scene.entities[i];
2889                 if (!ent->model || !ent->model->DrawSky)
2890                         continue;
2891                 ent->model->DrawSky(ent);
2892                 sky = true;
2893         }
2894         return sky;
2895 }
2896
2897 static void R_DrawNoModel(entity_render_t *ent);
2898 static void R_DrawModels(void)
2899 {
2900         int i;
2901         entity_render_t *ent;
2902
2903         if (!r_drawentities.integer)
2904                 return;
2905
2906         for (i = 0;i < r_refdef.scene.numentities;i++)
2907         {
2908                 if (!r_refdef.viewcache.entityvisible[i])
2909                         continue;
2910                 ent = r_refdef.scene.entities[i];
2911                 r_refdef.stats.entities++;
2912                 if (ent->model && ent->model->Draw != NULL)
2913                         ent->model->Draw(ent);
2914                 else
2915                         R_DrawNoModel(ent);
2916         }
2917 }
2918
2919 static void R_DrawModelsDepth(void)
2920 {
2921         int i;
2922         entity_render_t *ent;
2923
2924         if (!r_drawentities.integer)
2925                 return;
2926
2927         for (i = 0;i < r_refdef.scene.numentities;i++)
2928         {
2929                 if (!r_refdef.viewcache.entityvisible[i])
2930                         continue;
2931                 ent = r_refdef.scene.entities[i];
2932                 if (ent->model && ent->model->DrawDepth != NULL)
2933                         ent->model->DrawDepth(ent);
2934         }
2935 }
2936
2937 static void R_DrawModelsDebug(void)
2938 {
2939         int i;
2940         entity_render_t *ent;
2941
2942         if (!r_drawentities.integer)
2943                 return;
2944
2945         for (i = 0;i < r_refdef.scene.numentities;i++)
2946         {
2947                 if (!r_refdef.viewcache.entityvisible[i])
2948                         continue;
2949                 ent = r_refdef.scene.entities[i];
2950                 if (ent->model && ent->model->DrawDebug != NULL)
2951                         ent->model->DrawDebug(ent);
2952         }
2953 }
2954
2955 static void R_DrawModelsAddWaterPlanes(void)
2956 {
2957         int i;
2958         entity_render_t *ent;
2959
2960         if (!r_drawentities.integer)
2961                 return;
2962
2963         for (i = 0;i < r_refdef.scene.numentities;i++)
2964         {
2965                 if (!r_refdef.viewcache.entityvisible[i])
2966                         continue;
2967                 ent = r_refdef.scene.entities[i];
2968                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2969                         ent->model->DrawAddWaterPlanes(ent);
2970         }
2971 }
2972
2973 static void R_View_SetFrustum(void)
2974 {
2975         int i;
2976         double slopex, slopey;
2977         vec3_t forward, left, up, origin;
2978
2979         // we can't trust r_refdef.view.forward and friends in reflected scenes
2980         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2981
2982 #if 0
2983         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2984         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2985         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2986         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2987         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2988         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2989         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2990         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2991         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2992         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2993         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2994         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2995 #endif
2996
2997 #if 0
2998         zNear = r_refdef.nearclip;
2999         nudge = 1.0 - 1.0 / (1<<23);
3000         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3001         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3002         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3003         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3004         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3005         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3006         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3007         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3008 #endif
3009
3010
3011
3012 #if 0
3013         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3014         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3015         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3016         r_refdef.view.frustum[0].dist = m[15] - m[12];
3017
3018         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3019         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3020         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3021         r_refdef.view.frustum[1].dist = m[15] + m[12];
3022
3023         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3024         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3025         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3026         r_refdef.view.frustum[2].dist = m[15] - m[13];
3027
3028         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3029         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3030         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3031         r_refdef.view.frustum[3].dist = m[15] + m[13];
3032
3033         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3034         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3035         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3036         r_refdef.view.frustum[4].dist = m[15] - m[14];
3037
3038         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3039         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3040         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3041         r_refdef.view.frustum[5].dist = m[15] + m[14];
3042 #endif
3043
3044         if (r_refdef.view.useperspective)
3045         {
3046                 slopex = 1.0 / r_refdef.view.frustum_x;
3047                 slopey = 1.0 / r_refdef.view.frustum_y;
3048                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3049                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3050                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3051                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3052                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3053
3054                 // Leaving those out was a mistake, those were in the old code, and they
3055                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3056                 // I couldn't reproduce it after adding those normalizations. --blub
3057                 VectorNormalize(r_refdef.view.frustum[0].normal);
3058                 VectorNormalize(r_refdef.view.frustum[1].normal);
3059                 VectorNormalize(r_refdef.view.frustum[2].normal);
3060                 VectorNormalize(r_refdef.view.frustum[3].normal);
3061
3062                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3063                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
3064                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
3065                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
3066                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
3067
3068                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3069                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3070                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3071                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3072                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3073         }
3074         else
3075         {
3076                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3077                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3078                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3079                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3080                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3081                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3082                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3083                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3084                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3085                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3086         }
3087         r_refdef.view.numfrustumplanes = 5;
3088
3089         if (r_refdef.view.useclipplane)
3090         {
3091                 r_refdef.view.numfrustumplanes = 6;
3092                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3093         }
3094
3095         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3096                 PlaneClassify(r_refdef.view.frustum + i);
3097
3098         // LordHavoc: note to all quake engine coders, Quake had a special case
3099         // for 90 degrees which assumed a square view (wrong), so I removed it,
3100         // Quake2 has it disabled as well.
3101
3102         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3103         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3104         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3105         //PlaneClassify(&frustum[0]);
3106
3107         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3108         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3109         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3110         //PlaneClassify(&frustum[1]);
3111
3112         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3113         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3114         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3115         //PlaneClassify(&frustum[2]);
3116
3117         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3118         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3119         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3120         //PlaneClassify(&frustum[3]);
3121
3122         // nearclip plane
3123         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3124         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3125         //PlaneClassify(&frustum[4]);
3126 }
3127
3128 void R_View_Update(void)
3129 {
3130         R_View_SetFrustum();
3131         R_View_WorldVisibility(r_refdef.view.useclipplane);
3132         R_View_UpdateEntityVisible();
3133         R_View_UpdateEntityLighting();
3134 }
3135
3136 void R_SetupView(qboolean allowwaterclippingplane)
3137 {
3138         if (!r_refdef.view.useperspective)
3139                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
3140         else if (gl_stencil && r_useinfinitefarclip.integer)
3141                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3142         else
3143                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3144
3145         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3146
3147         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3148         {
3149                 // LordHavoc: couldn't figure out how to make this approach the
3150                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3151                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3152                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3153                         dist = r_refdef.view.clipplane.dist;
3154                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3155         }
3156 }
3157
3158 void R_ResetViewRendering2D(void)
3159 {
3160         DrawQ_Finish();
3161
3162         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3163         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3164         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3165         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3166         GL_Color(1, 1, 1, 1);
3167         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3168         GL_BlendFunc(GL_ONE, GL_ZERO);
3169         GL_AlphaTest(false);
3170         GL_ScissorTest(false);
3171         GL_DepthMask(false);
3172         GL_DepthRange(0, 1);
3173         GL_DepthTest(false);
3174         R_Mesh_Matrix(&identitymatrix);
3175         R_Mesh_ResetTextureState();
3176         GL_PolygonOffset(0, 0);
3177         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3178         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3179         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3180         qglStencilMask(~0);CHECKGLERROR
3181         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3182         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3183         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3184         R_SetupGenericShader(true);
3185 }
3186
3187 void R_ResetViewRendering3D(void)
3188 {
3189         DrawQ_Finish();
3190
3191         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3192         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3193         R_SetupView(true);
3194         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3195         GL_Color(1, 1, 1, 1);
3196         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3197         GL_BlendFunc(GL_ONE, GL_ZERO);
3198         GL_AlphaTest(false);
3199         GL_ScissorTest(true);
3200         GL_DepthMask(true);
3201         GL_DepthRange(0, 1);
3202         GL_DepthTest(true);
3203         R_Mesh_Matrix(&identitymatrix);
3204         R_Mesh_ResetTextureState();
3205         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3206         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3207         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3208         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3209         qglStencilMask(~0);CHECKGLERROR
3210         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3211         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3212         GL_CullFace(r_refdef.view.cullface_back);
3213         R_SetupGenericShader(true);
3214 }
3215
3216 void R_RenderScene(void);
3217 void R_RenderWaterPlanes(void);
3218
3219 static void R_Water_StartFrame(void)
3220 {
3221         int i;
3222         int waterwidth, waterheight, texturewidth, textureheight;
3223         r_waterstate_waterplane_t *p;
3224
3225         // set waterwidth and waterheight to the water resolution that will be
3226         // used (often less than the screen resolution for faster rendering)
3227         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3228         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3229
3230         // calculate desired texture sizes
3231         // can't use water if the card does not support the texture size
3232         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3233                 texturewidth = textureheight = waterwidth = waterheight = 0;
3234         else if (gl_support_arb_texture_non_power_of_two)
3235         {
3236                 texturewidth = waterwidth;
3237                 textureheight = waterheight;
3238         }
3239         else
3240         {
3241                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3242                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3243         }
3244
3245         // allocate textures as needed
3246         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3247         {
3248                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3249                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3250                 {
3251                         if (p->texture_refraction)
3252                                 R_FreeTexture(p->texture_refraction);
3253                         p->texture_refraction = NULL;
3254                         if (p->texture_reflection)
3255                                 R_FreeTexture(p->texture_reflection);
3256                         p->texture_reflection = NULL;
3257                 }
3258                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3259                 r_waterstate.waterwidth = waterwidth;
3260                 r_waterstate.waterheight = waterheight;
3261                 r_waterstate.texturewidth = texturewidth;
3262                 r_waterstate.textureheight = textureheight;
3263         }
3264
3265         if (r_waterstate.waterwidth)
3266         {
3267                 r_waterstate.enabled = true;
3268
3269                 // set up variables that will be used in shader setup
3270                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3271                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3272                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3273                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3274         }
3275
3276         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3277         r_waterstate.numwaterplanes = 0;
3278 }
3279
3280 void R_Water_AddWaterPlane(msurface_t *surface)
3281 {
3282         int triangleindex, planeindex;
3283         const int *e;
3284         vec3_t vert[3];
3285         vec3_t normal;
3286         vec3_t center;
3287         mplane_t plane;
3288         r_waterstate_waterplane_t *p;
3289         texture_t *t = R_GetCurrentTexture(surface->texture);
3290         // just use the first triangle with a valid normal for any decisions
3291         VectorClear(normal);
3292         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3293         {
3294                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3295                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3296                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3297                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3298                 if (VectorLength2(normal) >= 0.001)
3299                         break;
3300         }
3301
3302         VectorCopy(normal, plane.normal);
3303         VectorNormalize(plane.normal);
3304         plane.dist = DotProduct(vert[0], plane.normal);
3305         PlaneClassify(&plane);
3306         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3307         {
3308                 // skip backfaces (except if nocullface is set)
3309                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3310                         return;
3311                 VectorNegate(plane.normal, plane.normal);
3312                 plane.dist *= -1;
3313                 PlaneClassify(&plane);
3314         }
3315
3316
3317         // find a matching plane if there is one
3318         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3319                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3320                         break;
3321         if (planeindex >= r_waterstate.maxwaterplanes)
3322                 return; // nothing we can do, out of planes
3323
3324         // if this triangle does not fit any known plane rendered this frame, add one
3325         if (planeindex >= r_waterstate.numwaterplanes)
3326         {
3327                 // store the new plane
3328                 r_waterstate.numwaterplanes++;
3329                 p->plane = plane;
3330                 // clear materialflags and pvs
3331                 p->materialflags = 0;
3332                 p->pvsvalid = false;
3333         }
3334         // merge this surface's materialflags into the waterplane
3335         p->materialflags |= t->currentmaterialflags;
3336         // merge this surface's PVS into the waterplane
3337         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3338         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3339          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3340         {
3341                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3342                 p->pvsvalid = true;
3343         }
3344 }
3345
3346 static void R_Water_ProcessPlanes(void)
3347 {
3348         r_refdef_view_t originalview;
3349         r_refdef_view_t myview;
3350         int planeindex;
3351         r_waterstate_waterplane_t *p;
3352
3353         originalview = r_refdef.view;
3354
3355         // make sure enough textures are allocated
3356         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3357         {
3358                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3359                 {
3360                         if (!p->texture_refraction)
3361                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3362                         if (!p->texture_refraction)
3363                                 goto error;
3364                 }
3365
3366                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3367                 {
3368                         if (!p->texture_reflection)
3369                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3370                         if (!p->texture_reflection)
3371                                 goto error;
3372                 }
3373         }
3374
3375         // render views
3376         r_refdef.view = originalview;
3377         r_refdef.view.showdebug = false;
3378         r_refdef.view.width = r_waterstate.waterwidth;
3379         r_refdef.view.height = r_waterstate.waterheight;
3380         r_refdef.view.useclipplane = true;
3381         myview = r_refdef.view;
3382         r_waterstate.renderingscene = true;
3383         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3384         {
3385                 // render the normal view scene and copy into texture
3386                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3387                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3388                 {
3389                         r_refdef.view = myview;
3390                         r_refdef.view.clipplane = p->plane;
3391                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3392                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3393                         PlaneClassify(&r_refdef.view.clipplane);
3394
3395                         R_ResetViewRendering3D();
3396                         R_ClearScreen(r_refdef.fogenabled);
3397                         R_View_Update();
3398                         R_RenderScene();
3399
3400                         // copy view into the screen texture
3401                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3402                         GL_ActiveTexture(0);
3403                         CHECKGLERROR
3404                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3405                 }
3406
3407                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3408                 {
3409                         r_refdef.view = myview;
3410                         // render reflected scene and copy into texture
3411                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3412                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3413                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3414                         r_refdef.view.clipplane = p->plane;
3415                         // reverse the cullface settings for this render
3416                         r_refdef.view.cullface_front = GL_FRONT;
3417                         r_refdef.view.cullface_back = GL_BACK;
3418                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3419                         {
3420                                 r_refdef.view.usecustompvs = true;
3421                                 if (p->pvsvalid)
3422                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3423                                 else
3424                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3425                         }
3426
3427                         R_ResetViewRendering3D();
3428                         R_ClearScreen(r_refdef.fogenabled);
3429                         R_View_Update();
3430                         R_RenderScene();
3431
3432                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3433                         GL_ActiveTexture(0);
3434                         CHECKGLERROR
3435                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3436                 }
3437         }
3438         r_waterstate.renderingscene = false;
3439         r_refdef.view = originalview;
3440         R_ResetViewRendering3D();
3441         R_ClearScreen(r_refdef.fogenabled);
3442         R_View_Update();
3443         return;
3444 error:
3445         r_refdef.view = originalview;
3446         r_waterstate.renderingscene = false;
3447         Cvar_SetValueQuick(&r_water, 0);
3448         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3449         return;
3450 }
3451
3452 void R_Bloom_StartFrame(void)
3453 {
3454         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3455
3456         // set bloomwidth and bloomheight to the bloom resolution that will be
3457         // used (often less than the screen resolution for faster rendering)
3458         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3459         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3460         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3461         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3462         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3463
3464         // calculate desired texture sizes
3465         if (gl_support_arb_texture_non_power_of_two)
3466         {
3467                 screentexturewidth = r_refdef.view.width;
3468                 screentextureheight = r_refdef.view.height;
3469                 bloomtexturewidth = r_bloomstate.bloomwidth;
3470                 bloomtextureheight = r_bloomstate.bloomheight;
3471         }
3472         else
3473         {
3474                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3475                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3476                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3477                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3478         }
3479
3480         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3481         {
3482                 Cvar_SetValueQuick(&r_hdr, 0);
3483                 Cvar_SetValueQuick(&r_bloom, 0);
3484                 Cvar_SetValueQuick(&r_motionblur, 0);
3485                 Cvar_SetValueQuick(&r_damageblur, 0);
3486         }
3487
3488         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3489                 screentexturewidth = screentextureheight = 0;
3490         if (!r_hdr.integer && !r_bloom.integer)
3491                 bloomtexturewidth = bloomtextureheight = 0;
3492
3493         // allocate textures as needed
3494         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3495         {
3496                 if (r_bloomstate.texture_screen)
3497                         R_FreeTexture(r_bloomstate.texture_screen);
3498                 r_bloomstate.texture_screen = NULL;
3499                 r_bloomstate.screentexturewidth = screentexturewidth;
3500                 r_bloomstate.screentextureheight = screentextureheight;
3501                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3502                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3503         }
3504         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3505         {
3506                 if (r_bloomstate.texture_bloom)
3507                         R_FreeTexture(r_bloomstate.texture_bloom);
3508                 r_bloomstate.texture_bloom = NULL;
3509                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3510                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3511                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3512                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3513         }
3514
3515         // set up a texcoord array for the full resolution screen image
3516         // (we have to keep this around to copy back during final render)
3517         r_bloomstate.screentexcoord2f[0] = 0;
3518         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3519         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3520         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3521         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3522         r_bloomstate.screentexcoord2f[5] = 0;
3523         r_bloomstate.screentexcoord2f[6] = 0;
3524         r_bloomstate.screentexcoord2f[7] = 0;
3525
3526         // set up a texcoord array for the reduced resolution bloom image
3527         // (which will be additive blended over the screen image)
3528         r_bloomstate.bloomtexcoord2f[0] = 0;
3529         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3530         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3531         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3532         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3533         r_bloomstate.bloomtexcoord2f[5] = 0;
3534         r_bloomstate.bloomtexcoord2f[6] = 0;
3535         r_bloomstate.bloomtexcoord2f[7] = 0;
3536
3537         if (r_hdr.integer || r_bloom.integer)
3538         {
3539                 r_bloomstate.enabled = true;
3540                 r_bloomstate.hdr = r_hdr.integer != 0;
3541         }
3542 }
3543
3544 void R_Bloom_CopyBloomTexture(float colorscale)
3545 {
3546         r_refdef.stats.bloom++;
3547
3548         // scale down screen texture to the bloom texture size
3549         CHECKGLERROR
3550         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3551         GL_BlendFunc(GL_ONE, GL_ZERO);
3552         GL_Color(colorscale, colorscale, colorscale, 1);
3553         // TODO: optimize with multitexture or GLSL
3554         R_SetupGenericShader(true);
3555         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3556         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3557         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3558         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3559
3560         // we now have a bloom image in the framebuffer
3561         // copy it into the bloom image texture for later processing
3562         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3563         GL_ActiveTexture(0);
3564         CHECKGLERROR
3565         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3566         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3567 }
3568
3569 void R_Bloom_CopyHDRTexture(void)
3570 {
3571         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3572         GL_ActiveTexture(0);
3573         CHECKGLERROR
3574         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3575         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3576 }
3577
3578 void R_Bloom_MakeTexture(void)
3579 {
3580         int x, range, dir;
3581         float xoffset, yoffset, r, brighten;
3582
3583         r_refdef.stats.bloom++;
3584
3585         R_ResetViewRendering2D();
3586         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3587         R_Mesh_ColorPointer(NULL, 0, 0);
3588         R_SetupGenericShader(true);
3589
3590         // we have a bloom image in the framebuffer
3591         CHECKGLERROR
3592         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3593
3594         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3595         {
3596                 x *= 2;
3597                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3598                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3599                 GL_Color(r, r, r, 1);
3600                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3601                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3602                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3603                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3604
3605                 // copy the vertically blurred bloom view to a texture
3606                 GL_ActiveTexture(0);
3607                 CHECKGLERROR
3608                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3609                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3610         }
3611
3612         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3613         brighten = r_bloom_brighten.value;
3614         if (r_hdr.integer)
3615                 brighten *= r_hdr_range.value;
3616         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3617         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3618
3619         for (dir = 0;dir < 2;dir++)
3620         {
3621                 // blend on at multiple vertical offsets to achieve a vertical blur
3622                 // TODO: do offset blends using GLSL
3623                 GL_BlendFunc(GL_ONE, GL_ZERO);
3624                 for (x = -range;x <= range;x++)
3625                 {
3626                         if (!dir){xoffset = 0;yoffset = x;}
3627                         else {xoffset = x;yoffset = 0;}
3628                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3629                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3630                         // compute a texcoord array with the specified x and y offset
3631                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3632                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3633                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3634                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3635                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3636                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3637                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3638                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3639                         // this r value looks like a 'dot' particle, fading sharply to
3640                         // black at the edges
3641                         // (probably not realistic but looks good enough)
3642                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3643                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3644                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3645                         GL_Color(r, r, r, 1);
3646                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3647                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3648                         GL_BlendFunc(GL_ONE, GL_ONE);
3649                 }
3650
3651                 // copy the vertically blurred bloom view to a texture
3652                 GL_ActiveTexture(0);
3653                 CHECKGLERROR
3654                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3655                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3656         }
3657
3658         // apply subtract last
3659         // (just like it would be in a GLSL shader)
3660         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3661         {
3662                 GL_BlendFunc(GL_ONE, GL_ZERO);
3663                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3664                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3665                 GL_Color(1, 1, 1, 1);
3666                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3667                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3668
3669                 GL_BlendFunc(GL_ONE, GL_ONE);
3670                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3671                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3672                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3673                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3674                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3675                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3676                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3677
3678                 // copy the darkened bloom view to a texture
3679                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3680                 GL_ActiveTexture(0);
3681                 CHECKGLERROR
3682                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3683                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3684         }
3685 }
3686
3687 void R_HDR_RenderBloomTexture(void)
3688 {
3689         int oldwidth, oldheight;
3690         float oldcolorscale;
3691
3692         oldcolorscale = r_refdef.view.colorscale;
3693         oldwidth = r_refdef.view.width;
3694         oldheight = r_refdef.view.height;
3695         r_refdef.view.width = r_bloomstate.bloomwidth;
3696         r_refdef.view.height = r_bloomstate.bloomheight;
3697
3698         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3699         // TODO: add exposure compensation features
3700         // TODO: add fp16 framebuffer support
3701
3702         r_refdef.view.showdebug = false;
3703         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3704
3705         R_ResetViewRendering3D();
3706
3707         R_ClearScreen(r_refdef.fogenabled);
3708         if (r_timereport_active)
3709                 R_TimeReport("HDRclear");
3710
3711         R_View_Update();
3712         if (r_timereport_active)
3713                 R_TimeReport("visibility");
3714
3715         r_waterstate.numwaterplanes = 0;
3716         if (r_waterstate.enabled)
3717                 R_RenderWaterPlanes();
3718
3719         r_refdef.view.showdebug = true;
3720         R_RenderScene();
3721         r_waterstate.numwaterplanes = 0;
3722
3723         R_ResetViewRendering2D();
3724
3725         R_Bloom_CopyHDRTexture();
3726         R_Bloom_MakeTexture();
3727
3728         // restore the view settings
3729         r_refdef.view.width = oldwidth;
3730         r_refdef.view.height = oldheight;
3731         r_refdef.view.colorscale = oldcolorscale;
3732
3733         R_ResetViewRendering3D();
3734
3735         R_ClearScreen(r_refdef.fogenabled);
3736         if (r_timereport_active)
3737                 R_TimeReport("viewclear");
3738 }
3739
3740 static void R_BlendView(void)
3741 {
3742         if (r_bloomstate.texture_screen)
3743         {
3744                 // make sure the buffer is available
3745                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3746
3747                 R_ResetViewRendering2D();
3748                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3749                 R_Mesh_ColorPointer(NULL, 0, 0);
3750                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3751                 GL_ActiveTexture(0);CHECKGLERROR
3752
3753                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
3754                 {  
3755                         // declare alpha variable
3756                         float a;
3757                         float speed;
3758                         static float avgspeed;
3759
3760                         speed = VectorLength(cl.movement_velocity);
3761
3762                         a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
3763                         avgspeed = avgspeed * (1 - a) + speed * a;
3764
3765                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3766                         speed = bound(0, speed, 1);
3767                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3768
3769                         // calculate values into a standard alpha
3770                         a = 1 - exp(-
3771                                         (
3772                                          (r_motionblur.value * speed / 80)
3773                                          +
3774                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3775                                         )
3776                                         /
3777                                         max(0.0001, cl.time - cl.oldtime) // fps independent
3778                                    );
3779
3780                         a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3781                         a = bound(0, a, r_motionblur_maxblur.value);
3782
3783                         // developer debug of current value
3784                         if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3785
3786                         // apply the blur
3787                         if (a > 0)
3788                         {
3789                                 R_SetupGenericShader(true);
3790                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3791                                 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3792                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3793                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3794                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3795                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3796                         }
3797                 }
3798
3799                 // copy view into the screen texture
3800                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3801                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3802         }
3803
3804         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3805         {
3806                 unsigned int permutation =
3807                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3808                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3809                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3810                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3811                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
3812
3813                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3814                 {
3815                         // render simple bloom effect
3816                         // copy the screen and shrink it and darken it for the bloom process
3817                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3818                         // make the bloom texture
3819                         R_Bloom_MakeTexture();
3820                 }
3821
3822                 R_ResetViewRendering2D();
3823                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3824                 R_Mesh_ColorPointer(NULL, 0, 0);
3825                 GL_Color(1, 1, 1, 1);
3826                 GL_BlendFunc(GL_ONE, GL_ZERO);
3827                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3828                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3829                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3830                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3831                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3832                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3833                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3834                 if (r_glsl_permutation->loc_TintColor >= 0)
3835                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3836                 if (r_glsl_permutation->loc_ClientTime >= 0)
3837                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3838                 if (r_glsl_permutation->loc_PixelSize >= 0)
3839                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3840                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3841                 {
3842                         float a=0, b=0, c=0, d=0;
3843 #if _MSC_VER >= 1400
3844 #define sscanf sscanf_s
3845 #endif
3846                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3847                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3848                 }
3849                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3850                 {
3851                         float a=0, b=0, c=0, d=0;
3852                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3853                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3854                 }
3855                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3856                 {
3857                         float a=0, b=0, c=0, d=0;
3858                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3859                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3860                 }
3861                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3862                 {
3863                         float a=0, b=0, c=0, d=0;
3864                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3865                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3866                 }
3867                 if (r_glsl_permutation->loc_Saturation >= 0)
3868                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3869                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3870                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3871                 return;
3872         }
3873
3874
3875
3876         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3877         {
3878                 // render high dynamic range bloom effect
3879                 // the bloom texture was made earlier this render, so we just need to
3880                 // blend it onto the screen...
3881                 R_ResetViewRendering2D();
3882                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3883                 R_Mesh_ColorPointer(NULL, 0, 0);
3884                 R_SetupGenericShader(true);
3885                 GL_Color(1, 1, 1, 1);
3886                 GL_BlendFunc(GL_ONE, GL_ONE);
3887                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3888                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3889                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3890                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3891         }
3892         else if (r_bloomstate.texture_bloom)
3893         {
3894                 // render simple bloom effect
3895                 // copy the screen and shrink it and darken it for the bloom process
3896                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3897                 // make the bloom texture
3898                 R_Bloom_MakeTexture();
3899                 // put the original screen image back in place and blend the bloom
3900                 // texture on it
3901                 R_ResetViewRendering2D();
3902                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3903                 R_Mesh_ColorPointer(NULL, 0, 0);
3904                 GL_Color(1, 1, 1, 1);
3905                 GL_BlendFunc(GL_ONE, GL_ZERO);
3906                 // do both in one pass if possible
3907                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3908                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3909                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3910                 {
3911                         R_SetupGenericTwoTextureShader(GL_ADD);
3912                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3913                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3914                 }
3915                 else
3916                 {
3917                         R_SetupGenericShader(true);
3918                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3919                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3920                         // now blend on the bloom texture
3921                         GL_BlendFunc(GL_ONE, GL_ONE);
3922                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3923                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3924                 }
3925                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3926                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3927         }
3928         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3929         {
3930                 // apply a color tint to the whole view
3931                 R_ResetViewRendering2D();
3932                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3933                 R_Mesh_ColorPointer(NULL, 0, 0);
3934                 R_SetupGenericShader(false);
3935                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3936                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3937                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3938         }
3939 }
3940
3941 matrix4x4_t r_waterscrollmatrix;
3942
3943 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3944 {
3945         if (r_refdef.fog_density)
3946         {
3947                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3948                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3949                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3950
3951                 {
3952                         vec3_t fogvec;
3953                         VectorCopy(r_refdef.fogcolor, fogvec);
3954                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3955                         {
3956                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3957                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3958                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3959                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3960                         }
3961                         //   color.rgb *= ContrastBoost * SceneBrightness;
3962                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3963                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3964                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3965                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3966                 }
3967         }
3968 }
3969
3970 void R_UpdateVariables(void)
3971 {
3972         R_Textures_Frame();
3973
3974         r_refdef.scene.ambient = r_ambient.value;
3975
3976         r_refdef.farclip = 4096;
3977         if (r_refdef.scene.worldmodel)
3978                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3979         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3980
3981         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3982                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3983         r_refdef.polygonfactor = 0;
3984         r_refdef.polygonoffset = 0;
3985         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3986         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3987
3988         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3989         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3990         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3991         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3992         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3993         if (r_showsurfaces.integer)
3994         {
3995                 r_refdef.scene.rtworld = false;
3996                 r_refdef.scene.rtworldshadows = false;
3997                 r_refdef.scene.rtdlight = false;
3998                 r_refdef.scene.rtdlightshadows = false;
3999                 r_refdef.lightmapintensity = 0;
4000         }
4001
4002         if (gamemode == GAME_NEHAHRA)
4003         {
4004                 if (gl_fogenable.integer)
4005                 {
4006                         r_refdef.oldgl_fogenable = true;
4007                         r_refdef.fog_density = gl_fogdensity.value;
4008                         r_refdef.fog_red = gl_fogred.value;
4009                         r_refdef.fog_green = gl_foggreen.value;
4010                         r_refdef.fog_blue = gl_fogblue.value;
4011                         r_refdef.fog_alpha = 1;
4012                         r_refdef.fog_start = 0;
4013                         r_refdef.fog_end = gl_skyclip.value;
4014                 }
4015                 else if (r_refdef.oldgl_fogenable)
4016                 {
4017                         r_refdef.oldgl_fogenable = false;
4018                         r_refdef.fog_density = 0;
4019                         r_refdef.fog_red = 0;
4020                         r_refdef.fog_green = 0;
4021                         r_refdef.fog_blue = 0;
4022                         r_refdef.fog_alpha = 0;
4023                         r_refdef.fog_start = 0;
4024                         r_refdef.fog_end = 0;
4025                 }
4026         }
4027
4028         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4029         r_refdef.fog_start = max(0, r_refdef.fog_start);
4030         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4031
4032         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4033
4034         if (r_refdef.fog_density && r_drawfog.integer)
4035         {
4036                 r_refdef.fogenabled = true;
4037                 // this is the point where the fog reaches 0.9986 alpha, which we
4038                 // consider a good enough cutoff point for the texture
4039                 // (0.9986 * 256 == 255.6)
4040                 if (r_fog_exp2.integer)
4041                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4042                 else
4043                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4044                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4045                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4046                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4047                 // fog color was already set
4048                 // update the fog texture
4049                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4050                         R_BuildFogTexture();
4051         }
4052         else
4053                 r_refdef.fogenabled = false;
4054
4055         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4056         {
4057                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4058                 {
4059                         // build GLSL gamma texture
4060 #define RAMPWIDTH 256
4061                         unsigned short ramp[RAMPWIDTH * 3];
4062                         unsigned char rampbgr[RAMPWIDTH][4];
4063                         int i;
4064
4065                         r_texture_gammaramps_serial = vid_gammatables_serial;
4066
4067                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4068                         for(i = 0; i < RAMPWIDTH; ++i)
4069                         {
4070                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4071                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4072                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4073                                 rampbgr[i][3] = 0;
4074                         }
4075                         if (r_texture_gammaramps)
4076                         {
4077                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4078                         }
4079                         else
4080                         {
4081                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4082                         }
4083                 }
4084         }
4085         else
4086         {
4087                 // remove GLSL gamma texture
4088         }
4089 }
4090
4091 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4092 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4093 /*
4094 ================
4095 R_SelectScene
4096 ================
4097 */
4098 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4099         if( scenetype != r_currentscenetype ) {
4100                 // store the old scenetype
4101                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4102                 r_currentscenetype = scenetype;
4103                 // move in the new scene
4104                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4105         }
4106 }
4107
4108 /*
4109 ================
4110 R_GetScenePointer
4111 ================
4112 */
4113 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4114 {
4115         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4116         if( scenetype == r_currentscenetype ) {
4117                 return &r_refdef.scene;
4118         } else {
4119                 return &r_scenes_store[ scenetype ];
4120         }
4121 }
4122
4123 /*
4124 ================
4125 R_RenderView
4126 ================
4127 */
4128 void R_RenderView(void)
4129 {
4130         r_frame++; // used only by R_GetCurrentTexture
4131         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4132
4133         if (r_refdef.view.isoverlay)
4134         {
4135                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4136                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4137                 R_TimeReport("depthclear");
4138
4139                 r_refdef.view.showdebug = false;
4140
4141                 r_waterstate.enabled = false;
4142                 r_waterstate.numwaterplanes = 0;
4143
4144                 R_RenderScene();
4145
4146                 CHECKGLERROR
4147                 return;
4148         }
4149
4150         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4151                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4152
4153         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4154
4155         // break apart the view matrix into vectors for various purposes
4156         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4157         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4158         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4159         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4160         // make an inverted copy of the view matrix for tracking sprites
4161         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4162
4163         R_Shadow_UpdateWorldLightSelection();
4164
4165         R_Bloom_StartFrame();
4166         R_Water_StartFrame();
4167
4168         CHECKGLERROR
4169         if (r_timereport_active)
4170                 R_TimeReport("viewsetup");
4171
4172         R_ResetViewRendering3D();
4173
4174         if (r_refdef.view.clear || r_refdef.fogenabled)
4175         {
4176                 R_ClearScreen(r_refdef.fogenabled);
4177                 if (r_timereport_active)
4178                         R_TimeReport("viewclear");
4179         }
4180         r_refdef.view.clear = true;
4181
4182         // this produces a bloom texture to be used in R_BlendView() later
4183         if (r_hdr.integer)
4184                 R_HDR_RenderBloomTexture();
4185
4186         r_refdef.view.showdebug = true;
4187
4188         R_View_Update();
4189         if (r_timereport_active)
4190                 R_TimeReport("visibility");
4191
4192         r_waterstate.numwaterplanes = 0;
4193         if (r_waterstate.enabled)
4194                 R_RenderWaterPlanes();
4195
4196         R_RenderScene();
4197         r_waterstate.numwaterplanes = 0;
4198
4199         R_BlendView();
4200         if (r_timereport_active)
4201                 R_TimeReport("blendview");
4202
4203         GL_Scissor(0, 0, vid.width, vid.height);
4204         GL_ScissorTest(false);
4205         CHECKGLERROR
4206 }
4207
4208 void R_RenderWaterPlanes(void)
4209 {
4210         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4211         {
4212                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4213                 if (r_timereport_active)
4214                         R_TimeReport("waterworld");
4215         }
4216
4217         // don't let sound skip if going slow
4218         if (r_refdef.scene.extraupdate)
4219                 S_ExtraUpdate ();
4220
4221         R_DrawModelsAddWaterPlanes();
4222         if (r_timereport_active)
4223                 R_TimeReport("watermodels");
4224
4225         if (r_waterstate.numwaterplanes)
4226         {
4227                 R_Water_ProcessPlanes();
4228                 if (r_timereport_active)
4229                         R_TimeReport("waterscenes");
4230         }
4231 }
4232
4233 extern void R_DrawLightningBeams (void);
4234 extern void VM_CL_AddPolygonsToMeshQueue (void);
4235 extern void R_DrawPortals (void);
4236 extern cvar_t cl_locs_show;
4237 static void R_DrawLocs(void);
4238 static void R_DrawEntityBBoxes(void);
4239 void R_RenderScene(void)
4240 {
4241         r_refdef.stats.renders++;
4242
4243         R_UpdateFogColor();
4244
4245         // don't let sound skip if going slow
4246         if (r_refdef.scene.extraupdate)
4247                 S_ExtraUpdate ();
4248
4249         R_MeshQueue_BeginScene();
4250
4251         R_SkyStartFrame();
4252
4253         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4254
4255         if (cl.csqc_vidvars.drawworld)
4256         {
4257                 // don't let sound skip if going slow
4258                 if (r_refdef.scene.extraupdate)
4259                         S_ExtraUpdate ();
4260
4261                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4262                 {
4263                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4264                         if (r_timereport_active)
4265                                 R_TimeReport("worldsky");
4266                 }
4267
4268                 if (R_DrawBrushModelsSky() && r_timereport_active)
4269                         R_TimeReport("bmodelsky");
4270         }
4271
4272         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4273         {
4274                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4275                 if (r_timereport_active)
4276                         R_TimeReport("worlddepth");
4277         }
4278         if (r_depthfirst.integer >= 2)
4279         {
4280                 R_DrawModelsDepth();
4281                 if (r_timereport_active)
4282                         R_TimeReport("modeldepth");
4283         }
4284
4285         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4286         {
4287                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4288                 if (r_timereport_active)
4289                         R_TimeReport("world");
4290         }
4291
4292         // don't let sound skip if going slow
4293         if (r_refdef.scene.extraupdate)
4294                 S_ExtraUpdate ();
4295
4296         R_RunAnimCache();
4297         R_DrawModels();
4298         if (r_timereport_active)
4299                 R_TimeReport("models");
4300
4301         // don't let sound skip if going slow
4302         if (r_refdef.scene.extraupdate)
4303                 S_ExtraUpdate ();
4304
4305         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4306         {
4307                 R_DrawModelShadows();
4308
4309                 R_ResetViewRendering3D();
4310
4311                 // don't let sound skip if going slow
4312                 if (r_refdef.scene.extraupdate)
4313                         S_ExtraUpdate ();
4314         }
4315
4316         R_ShadowVolumeLighting(false);
4317         if (r_timereport_active)
4318                 R_TimeReport("rtlights");
4319
4320         // don't let sound skip if going slow
4321         if (r_refdef.scene.extraupdate)
4322                 S_ExtraUpdate ();
4323
4324         if (cl.csqc_vidvars.drawworld)
4325         {
4326                 R_DrawLightningBeams();
4327                 if (r_timereport_active)
4328                         R_TimeReport("lightning");
4329
4330                 R_DrawDecals();
4331                 if (r_timereport_active)
4332                         R_TimeReport("decals");
4333
4334                 R_DrawParticles();
4335                 if (r_timereport_active)
4336                         R_TimeReport("particles");
4337
4338                 R_DrawExplosions();
4339                 if (r_timereport_active)
4340                         R_TimeReport("explosions");
4341         }
4342
4343         R_SetupGenericShader(true);
4344         VM_CL_AddPolygonsToMeshQueue();
4345
4346         if (r_refdef.view.showdebug)
4347         {
4348                 if (cl_locs_show.integer)
4349                 {
4350                         R_DrawLocs();
4351                         if (r_timereport_active)
4352                                 R_TimeReport("showlocs");
4353                 }
4354
4355                 if (r_drawportals.integer)
4356                 {
4357                         R_DrawPortals();
4358                         if (r_timereport_active)
4359                                 R_TimeReport("portals");
4360                 }
4361
4362                 if (r_showbboxes.value > 0)
4363                 {
4364                         R_DrawEntityBBoxes();
4365                         if (r_timereport_active)
4366                                 R_TimeReport("bboxes");
4367                 }
4368         }
4369
4370         R_SetupGenericShader(true);
4371         R_MeshQueue_RenderTransparent();
4372         if (r_timereport_active)
4373                 R_TimeReport("drawtrans");
4374
4375         R_SetupGenericShader(true);
4376
4377         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4378         {
4379                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4380                 if (r_timereport_active)
4381                         R_TimeReport("worlddebug");
4382                 R_DrawModelsDebug();
4383                 if (r_timereport_active)
4384                         R_TimeReport("modeldebug");
4385         }
4386
4387         R_SetupGenericShader(true);
4388
4389         if (cl.csqc_vidvars.drawworld)
4390         {
4391                 R_DrawCoronas();
4392                 if (r_timereport_active)
4393                         R_TimeReport("coronas");
4394         }
4395
4396         // don't let sound skip if going slow
4397         if (r_refdef.scene.extraupdate)
4398                 S_ExtraUpdate ();
4399
4400         R_ResetViewRendering2D();
4401 }
4402
4403 static const unsigned short bboxelements[36] =
4404 {
4405         5, 1, 3, 5, 3, 7,
4406         6, 2, 0, 6, 0, 4,
4407         7, 3, 2, 7, 2, 6,
4408         4, 0, 1, 4, 1, 5,
4409         4, 5, 7, 4, 7, 6,
4410         1, 0, 2, 1, 2, 3,
4411 };
4412
4413 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4414 {
4415         int i;
4416         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4417         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4418         GL_DepthMask(false);
4419         GL_DepthRange(0, 1);
4420         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4421         R_Mesh_Matrix(&identitymatrix);
4422         R_Mesh_ResetTextureState();
4423
4424         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4425         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4426         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4427         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4428         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4429         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4430         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4431         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4432         R_FillColors(color4f, 8, cr, cg, cb, ca);
4433         if (r_refdef.fogenabled)
4434         {
4435                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4436                 {
4437                         f1 = FogPoint_World(v);
4438                         f2 = 1 - f1;
4439                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4440                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4441                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4442                 }
4443         }
4444         R_Mesh_VertexPointer(vertex3f, 0, 0);
4445         R_Mesh_ColorPointer(color4f, 0, 0);
4446         R_Mesh_ResetTextureState();
4447         R_SetupGenericShader(false);
4448         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4449 }
4450
4451 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4452 {
4453         int i;
4454         float color[4];
4455         prvm_edict_t *edict;
4456         prvm_prog_t *prog_save = prog;
4457
4458         // this function draws bounding boxes of server entities
4459         if (!sv.active)
4460                 return;
4461
4462         GL_CullFace(GL_NONE);
4463         R_SetupGenericShader(false);
4464
4465         prog = 0;
4466         SV_VM_Begin();
4467         for (i = 0;i < numsurfaces;i++)
4468         {
4469                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4470                 switch ((int)edict->fields.server->solid)
4471                 {
4472                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4473                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4474                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4475                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4476                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4477                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4478                 }
4479                 color[3] *= r_showbboxes.value;
4480                 color[3] = bound(0, color[3], 1);
4481                 GL_DepthTest(!r_showdisabledepthtest.integer);
4482                 GL_CullFace(r_refdef.view.cullface_front);
4483                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4484         }
4485         SV_VM_End();
4486         prog = prog_save;
4487 }
4488
4489 static void R_DrawEntityBBoxes(void)
4490 {
4491         int i;
4492         prvm_edict_t *edict;
4493         vec3_t center;
4494         prvm_prog_t *prog_save = prog;
4495
4496         // this function draws bounding boxes of server entities
4497         if (!sv.active)
4498                 return;
4499
4500         prog = 0;
4501         SV_VM_Begin();
4502         for (i = 0;i < prog->num_edicts;i++)
4503         {
4504                 edict = PRVM_EDICT_NUM(i);
4505                 if (edict->priv.server->free)
4506                         continue;
4507                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4508                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4509                         continue;
4510                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4511                         continue;
4512                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4513                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4514         }
4515         SV_VM_End();
4516         prog = prog_save;
4517 }
4518
4519 unsigned short nomodelelements[24] =
4520 {
4521         5, 2, 0,
4522         5, 1, 2,
4523         5, 0, 3,
4524         5, 3, 1,
4525         0, 2, 4,
4526         2, 1, 4,
4527         3, 0, 4,
4528         1, 3, 4
4529 };
4530
4531 float nomodelvertex3f[6*3] =
4532 {
4533         -16,   0,   0,
4534          16,   0,   0,
4535           0, -16,   0,
4536           0,  16,   0,
4537           0,   0, -16,
4538           0,   0,  16
4539 };
4540
4541 float nomodelcolor4f[6*4] =
4542 {
4543         0.0f, 0.0f, 0.5f, 1.0f,
4544         0.0f, 0.0f, 0.5f, 1.0f,
4545         0.0f, 0.5f, 0.0f, 1.0f,
4546         0.0f, 0.5f, 0.0f, 1.0f,
4547         0.5f, 0.0f, 0.0f, 1.0f,
4548         0.5f, 0.0f, 0.0f, 1.0f
4549 };
4550
4551 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4552 {
4553         int i;
4554         float f1, f2, *c;
4555         float color4f[6*4];
4556         // this is only called once per entity so numsurfaces is always 1, and
4557         // surfacelist is always {0}, so this code does not handle batches
4558         R_Mesh_Matrix(&ent->matrix);
4559
4560         if (ent->flags & EF_ADDITIVE)
4561         {
4562                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4563                 GL_DepthMask(false);
4564         }
4565         else if (ent->alpha < 1)
4566         {
4567                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4568                 GL_DepthMask(false);
4569         }
4570         else
4571         {
4572                 GL_BlendFunc(GL_ONE, GL_ZERO);
4573                 GL_DepthMask(true);
4574         }
4575         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4576         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4577         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4578         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4579         R_SetupGenericShader(false);
4580         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4581         if (r_refdef.fogenabled)
4582         {
4583                 vec3_t org;
4584                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4585                 R_Mesh_ColorPointer(color4f, 0, 0);
4586                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4587                 f1 = FogPoint_World(org);
4588                 f2 = 1 - f1;
4589                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4590                 {
4591                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4592                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4593                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4594                         c[3] *= ent->alpha;
4595                 }
4596         }
4597         else if (ent->alpha != 1)
4598         {
4599                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4600                 R_Mesh_ColorPointer(color4f, 0, 0);
4601                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4602                         c[3] *= ent->alpha;
4603         }
4604         else
4605                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4606         R_Mesh_ResetTextureState();
4607         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4608 }
4609
4610 void R_DrawNoModel(entity_render_t *ent)
4611 {
4612         vec3_t org;
4613         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4614         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4615                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4616         //else
4617         //      R_DrawNoModelCallback(ent, 0);
4618 }
4619
4620 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4621 {
4622         vec3_t right1, right2, diff, normal;
4623
4624         VectorSubtract (org2, org1, normal);
4625
4626         // calculate 'right' vector for start
4627         VectorSubtract (r_refdef.view.origin, org1, diff);
4628         CrossProduct (normal, diff, right1);
4629         VectorNormalize (right1);
4630
4631         // calculate 'right' vector for end
4632         VectorSubtract (r_refdef.view.origin, org2, diff);
4633         CrossProduct (normal, diff, right2);
4634         VectorNormalize (right2);
4635
4636         vert[ 0] = org1[0] + width * right1[0];
4637         vert[ 1] = org1[1] + width * right1[1];
4638         vert[ 2] = org1[2] + width * right1[2];
4639         vert[ 3] = org1[0] - width * right1[0];
4640         vert[ 4] = org1[1] - width * right1[1];
4641         vert[ 5] = org1[2] - width * right1[2];
4642         vert[ 6] = org2[0] - width * right2[0];
4643         vert[ 7] = org2[1] - width * right2[1];
4644         vert[ 8] = org2[2] - width * right2[2];
4645         vert[ 9] = org2[0] + width * right2[0];
4646         vert[10] = org2[1] + width * right2[1];
4647         vert[11] = org2[2] + width * right2[2];
4648 }
4649
4650 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4651
4652 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4653 {
4654         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4655         float fog = 1.0f;
4656         float vertex3f[12];
4657
4658         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4659                 fog = FogPoint_World(origin);
4660
4661         R_Mesh_Matrix(&identitymatrix);
4662         GL_BlendFunc(blendfunc1, blendfunc2);
4663
4664         GL_CullFace(GL_NONE);
4665
4666         GL_DepthMask(false);
4667         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4668         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4669         GL_DepthTest(!depthdisable);
4670
4671         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4672         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4673         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4674         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4675         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4676         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4677         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4678         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4679         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4680         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4681         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4682         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4683
4684         R_Mesh_VertexPointer(vertex3f, 0, 0);
4685         R_Mesh_ColorPointer(NULL, 0, 0);
4686         R_Mesh_ResetTextureState();
4687         R_SetupGenericShader(true);
4688         R_Mesh_TexBind(0, R_GetTexture(texture));
4689         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4690         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4691         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4692         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4693
4694         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4695         {
4696                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4697                 GL_BlendFunc(blendfunc1, GL_ONE);
4698                 fog = 1 - fog;
4699                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4700                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4701         }
4702 }
4703
4704 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4705 {
4706         int i;
4707         float *vertex3f;
4708         float v[3];
4709         VectorSet(v, x, y, z);
4710         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4711                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4712                         break;
4713         if (i == mesh->numvertices)
4714         {
4715                 if (mesh->numvertices < mesh->maxvertices)
4716                 {
4717                         VectorCopy(v, vertex3f);
4718                         mesh->numvertices++;
4719                 }
4720                 return mesh->numvertices;
4721         }
4722         else
4723                 return i;
4724 }
4725
4726 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4727 {
4728         int i;
4729         int *e, element[3];
4730         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4731         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4732         e = mesh->element3i + mesh->numtriangles * 3;
4733         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4734         {
4735                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4736                 if (mesh->numtriangles < mesh->maxtriangles)
4737                 {
4738                         *e++ = element[0];
4739                         *e++ = element[1];
4740                         *e++ = element[2];
4741                         mesh->numtriangles++;
4742                 }
4743                 element[1] = element[2];
4744         }
4745 }
4746
4747 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4748 {
4749         int i;
4750         int *e, element[3];
4751         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4752         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4753         e = mesh->element3i + mesh->numtriangles * 3;
4754         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4755         {
4756                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4757                 if (mesh->numtriangles < mesh->maxtriangles)
4758                 {
4759                         *e++ = element[0];
4760                         *e++ = element[1];
4761                         *e++ = element[2];
4762                         mesh->numtriangles++;
4763                 }
4764                 element[1] = element[2];
4765         }
4766 }
4767
4768 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4769 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4770 {
4771         int planenum, planenum2;
4772         int w;
4773         int tempnumpoints;
4774         mplane_t *plane, *plane2;
4775         double maxdist;
4776         double temppoints[2][256*3];
4777         // figure out how large a bounding box we need to properly compute this brush
4778         maxdist = 0;
4779         for (w = 0;w < numplanes;w++)
4780                 maxdist = max(maxdist, planes[w].dist);
4781         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4782         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4783         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4784         {
4785                 w = 0;
4786                 tempnumpoints = 4;
4787                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4788                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4789                 {
4790                         if (planenum2 == planenum)
4791                                 continue;
4792                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
4793                         w = !w;
4794                 }
4795                 if (tempnumpoints < 3)
4796                         continue;
4797                 // generate elements forming a triangle fan for this polygon
4798                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4799         }
4800 }
4801
4802 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)
4803 {
4804         texturelayer_t *layer;
4805         layer = t->currentlayers + t->currentnumlayers++;
4806         layer->type = type;
4807         layer->depthmask = depthmask;
4808         layer->blendfunc1 = blendfunc1;
4809         layer->blendfunc2 = blendfunc2;
4810         layer->texture = texture;
4811         layer->texmatrix = *matrix;
4812         layer->color[0] = r * r_refdef.view.colorscale;
4813         layer->color[1] = g * r_refdef.view.colorscale;
4814         layer->color[2] = b * r_refdef.view.colorscale;
4815         layer->color[3] = a;
4816 }
4817
4818 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4819 {
4820         double index, f;
4821         index = parms[2] + r_refdef.scene.time * parms[3];
4822         index -= floor(index);
4823         switch (func)
4824         {
4825         default:
4826         case Q3WAVEFUNC_NONE:
4827         case Q3WAVEFUNC_NOISE:
4828         case Q3WAVEFUNC_COUNT:
4829                 f = 0;
4830                 break;
4831         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4832         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4833         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4834         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4835         case Q3WAVEFUNC_TRIANGLE:
4836                 index *= 4;
4837                 f = index - floor(index);
4838                 if (index < 1)
4839                         f = f;
4840                 else if (index < 2)
4841                         f = 1 - f;
4842                 else if (index < 3)
4843                         f = -f;
4844                 else
4845                         f = -(1 - f);
4846                 break;
4847         }
4848         return (float)(parms[0] + parms[1] * f);
4849 }
4850
4851 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4852 {
4853         int w, h, idx;
4854         float f;
4855         float tcmat[12];
4856         matrix4x4_t matrix, temp;
4857         switch(tcmod->tcmod)
4858         {
4859                 case Q3TCMOD_COUNT:
4860                 case Q3TCMOD_NONE:
4861                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4862                                 matrix = r_waterscrollmatrix;
4863                         else
4864                                 matrix = identitymatrix;
4865                         break;
4866                 case Q3TCMOD_ENTITYTRANSLATE:
4867                         // this is used in Q3 to allow the gamecode to control texcoord
4868                         // scrolling on the entity, which is not supported in darkplaces yet.
4869                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4870                         break;
4871                 case Q3TCMOD_ROTATE:
4872                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4873                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4874                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4875                         break;
4876                 case Q3TCMOD_SCALE:
4877                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4878                         break;
4879                 case Q3TCMOD_SCROLL:
4880                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4881                         break;
4882                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4883                         w = (int) tcmod->parms[0];
4884                         h = (int) tcmod->parms[1];
4885                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4886                         f = f - floor(f);
4887                         idx = (int) floor(f * w * h);
4888                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4889                         break;
4890                 case Q3TCMOD_STRETCH:
4891                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4892                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4893                         break;
4894                 case Q3TCMOD_TRANSFORM:
4895                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4896                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4897                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4898                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4899                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4900                         break;
4901                 case Q3TCMOD_TURBULENT:
4902                         // this is handled in the RSurf_PrepareVertices function
4903                         matrix = identitymatrix;
4904                         break;
4905         }
4906         temp = *texmatrix;
4907         Matrix4x4_Concat(texmatrix, &matrix, &temp);
4908 }
4909
4910 texture_t *R_GetCurrentTexture(texture_t *t)
4911 {
4912         int i;
4913         const entity_render_t *ent = rsurface.entity;
4914         dp_model_t *model = ent->model;
4915         q3shaderinfo_layer_tcmod_t *tcmod;
4916
4917         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4918                 return t->currentframe;
4919         t->update_lastrenderframe = r_frame;
4920         t->update_lastrenderentity = (void *)ent;
4921
4922         // switch to an alternate material if this is a q1bsp animated material
4923         {
4924                 texture_t *texture = t;
4925                 int s = ent->skinnum;
4926                 if ((unsigned int)s >= (unsigned int)model->numskins)
4927                         s = 0;
4928                 if (model->skinscenes)
4929                 {
4930                         if (model->skinscenes[s].framecount > 1)
4931                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4932                         else
4933                                 s = model->skinscenes[s].firstframe;
4934                 }
4935                 if (s > 0)
4936                         t = t + s * model->num_surfaces;
4937                 if (t->animated)
4938                 {
4939                         // use an alternate animation if the entity's frame is not 0,
4940                         // and only if the texture has an alternate animation
4941                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4942                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4943                         else
4944                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4945                 }
4946                 texture->currentframe = t;
4947         }
4948
4949         // update currentskinframe to be a qw skin or animation frame
4950         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4951         {
4952                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4953                 {
4954                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4955                         if (developer_loading.integer)
4956                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4957                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4958                 }
4959                 t->currentskinframe = r_qwskincache_skinframe[i];
4960                 if (t->currentskinframe == NULL)
4961                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4962         }
4963         else if (t->numskinframes >= 2)
4964                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4965         if (t->backgroundnumskinframes >= 2)
4966                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4967
4968         t->currentmaterialflags = t->basematerialflags;
4969         t->currentalpha = ent->alpha;
4970         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4971                 t->currentalpha *= r_wateralpha.value;
4972         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4973                 t->currentalpha *= t->r_water_wateralpha;
4974         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4975                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4976         if (!(ent->flags & RENDER_LIGHT))
4977                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4978         else if (rsurface.modeltexcoordlightmap2f == NULL)
4979         {
4980                 // pick a model lighting mode
4981                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4982                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4983                 else
4984                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4985         }
4986         if (ent->effects & EF_ADDITIVE)
4987                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4988         else if (t->currentalpha < 1)
4989                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4990         if (ent->effects & EF_DOUBLESIDED)
4991                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4992         if (ent->effects & EF_NODEPTHTEST)
4993                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4994         if (ent->flags & RENDER_VIEWMODEL)
4995                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4996         if (t->backgroundnumskinframes)
4997                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4998         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4999         {
5000                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5001                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5002         }
5003         else
5004                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5005
5006         // there is no tcmod
5007         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5008         {
5009                 t->currenttexmatrix = r_waterscrollmatrix;
5010                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5011         }
5012         else
5013         {
5014                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5015                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5016         }
5017
5018         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5019                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5020         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5021                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5022
5023         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5024         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5025         t->glosstexture = r_texture_black;
5026         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5027         t->backgroundglosstexture = r_texture_black;
5028         t->specularpower = r_shadow_glossexponent.value;
5029         // TODO: store reference values for these in the texture?
5030         t->specularscale = 0;
5031         if (r_shadow_gloss.integer > 0)
5032         {
5033                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5034                 {
5035                         if (r_shadow_glossintensity.value > 0)
5036                         {
5037                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5038                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5039                                 t->specularscale = r_shadow_glossintensity.value;
5040                         }
5041                 }
5042                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5043                 {
5044                         t->glosstexture = r_texture_white;
5045                         t->backgroundglosstexture = r_texture_white;
5046                         t->specularscale = r_shadow_gloss2intensity.value;
5047                 }
5048         }
5049
5050         // lightmaps mode looks bad with dlights using actual texturing, so turn
5051         // off the colormap and glossmap, but leave the normalmap on as it still
5052         // accurately represents the shading involved
5053         if (gl_lightmaps.integer)
5054         {
5055                 t->basetexture = r_texture_grey128;
5056                 t->backgroundbasetexture = NULL;
5057                 t->specularscale = 0;
5058                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5059         }
5060
5061         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5062         VectorClear(t->dlightcolor);
5063         t->currentnumlayers = 0;
5064         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5065         {
5066                 int layerflags = 0;
5067                 int blendfunc1, blendfunc2, depthmask;
5068                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5069                 {
5070                         blendfunc1 = GL_SRC_ALPHA;
5071                         blendfunc2 = GL_ONE;
5072                 }
5073                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5074                 {
5075                         blendfunc1 = GL_SRC_ALPHA;
5076                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5077                 }
5078                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5079                 {
5080                         blendfunc1 = t->customblendfunc[0];
5081                         blendfunc2 = t->customblendfunc[1];
5082                 }
5083                 else
5084                 {
5085                         blendfunc1 = GL_ONE;
5086                         blendfunc2 = GL_ZERO;
5087                 }
5088                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5089                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5090                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5091                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5092                 {
5093                         // fullbright is not affected by r_refdef.lightmapintensity
5094                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5095                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5096                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5097                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5098                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5099                 }
5100                 else
5101                 {
5102                         vec3_t ambientcolor;
5103                         float colorscale;
5104                         // set the color tint used for lights affecting this surface
5105                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5106                         colorscale = 2;
5107                         // q3bsp has no lightmap updates, so the lightstylevalue that
5108                         // would normally be baked into the lightmap must be
5109                         // applied to the color
5110                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5111                         if (ent->model->type == mod_brushq3)
5112                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5113                         colorscale *= r_refdef.lightmapintensity;
5114                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5115                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5116                         // basic lit geometry
5117                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5118                         // add pants/shirt if needed
5119                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5120                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5121                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5122                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5123                         // now add ambient passes if needed
5124                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5125                         {
5126                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5127                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5128                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5129                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5130                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5131                         }
5132                 }
5133                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5134                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5135                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5136                 {
5137                         // if this is opaque use alpha blend which will darken the earlier
5138                         // passes cheaply.
5139                         //
5140                         // if this is an alpha blended material, all the earlier passes
5141                         // were darkened by fog already, so we only need to add the fog
5142                         // color ontop through the fog mask texture
5143                         //
5144                         // if this is an additive blended material, all the earlier passes
5145                         // were darkened by fog already, and we should not add fog color
5146                         // (because the background was not darkened, there is no fog color
5147                         // that was lost behind it).
5148                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5149                 }
5150         }
5151
5152         return t->currentframe;
5153 }
5154
5155 rsurfacestate_t rsurface;
5156
5157 void R_Mesh_ResizeArrays(int newvertices)
5158 {
5159         float *base;
5160         if (rsurface.array_size >= newvertices)
5161                 return;
5162         if (rsurface.array_modelvertex3f)
5163                 Mem_Free(rsurface.array_modelvertex3f);
5164         rsurface.array_size = (newvertices + 1023) & ~1023;
5165         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5166         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5167         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5168         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5169         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5170         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5171         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5172         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5173         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5174         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5175         rsurface.array_color4f           = base + rsurface.array_size * 27;
5176         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5177 }
5178
5179 void RSurf_ActiveWorldEntity(void)
5180 {
5181         dp_model_t *model = r_refdef.scene.worldmodel;
5182         //if (rsurface.entity == r_refdef.scene.worldentity)
5183         //      return;
5184         rsurface.entity = r_refdef.scene.worldentity;
5185         if (rsurface.array_size < model->surfmesh.num_vertices)
5186                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5187         rsurface.matrix = identitymatrix;
5188         rsurface.inversematrix = identitymatrix;
5189         R_Mesh_Matrix(&identitymatrix);
5190         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5191         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5192         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5193         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5194         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5195         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5196         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5197         rsurface.frameblend[0].lerp = 1;
5198         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5199         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5200         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5201         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5202         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5203         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5204         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5205         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5206         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5207         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5208         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5209         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5210         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5211         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5212         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5213         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5214         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5215         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5216         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5217         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5218         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5219         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5220         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5221         rsurface.modelelement3i = model->surfmesh.data_element3i;
5222         rsurface.modelelement3s = model->surfmesh.data_element3s;
5223         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5224         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5225         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5226         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5227         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5228         rsurface.modelsurfaces = model->data_surfaces;
5229         rsurface.generatedvertex = false;
5230         rsurface.vertex3f  = rsurface.modelvertex3f;
5231         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5232         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5233         rsurface.svector3f = rsurface.modelsvector3f;
5234         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5235         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5236         rsurface.tvector3f = rsurface.modeltvector3f;
5237         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5238         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5239         rsurface.normal3f  = rsurface.modelnormal3f;
5240         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5241         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5242         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5243 }
5244
5245 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5246 {
5247         dp_model_t *model = ent->model;
5248         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5249         //      return;
5250         rsurface.entity = (entity_render_t *)ent;
5251         if (rsurface.array_size < model->surfmesh.num_vertices)
5252                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5253         rsurface.matrix = ent->matrix;
5254         rsurface.inversematrix = ent->inversematrix;
5255         R_Mesh_Matrix(&rsurface.matrix);
5256         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5257         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5258         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5259         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5260         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5261         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5262         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5263         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5264         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5265         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5266         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5267         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5268         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5269         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5270         if (ent->model->brush.submodel)
5271         {
5272                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5273                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5274         }
5275         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5276         {
5277                 if (ent->animcacheindex != 0)
5278                 {
5279                         rsurface.modelvertex3f = r_animCache[ent->animcacheindex-1].vertexes;
5280                         rsurface.modelsvector3f = r_animCache[ent->animcacheindex-1].sVectors;
5281                         rsurface.modeltvector3f = r_animCache[ent->animcacheindex-1].tVectors;
5282                         rsurface.modelnormal3f = r_animCache[ent->animcacheindex-1].normals;
5283                 }
5284                 else if (wanttangents)
5285                 {
5286                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5287                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5288                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5289                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5290                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5291                 }
5292                 else if (wantnormals)
5293                 {
5294                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5295                         rsurface.modelsvector3f = NULL;
5296                         rsurface.modeltvector3f = NULL;
5297                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5298                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5299                 }
5300                 else
5301                 {
5302                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5303                         rsurface.modelsvector3f = NULL;
5304                         rsurface.modeltvector3f = NULL;
5305                         rsurface.modelnormal3f = NULL;
5306                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5307                 }
5308                 rsurface.modelvertex3f_bufferobject = 0;
5309                 rsurface.modelvertex3f_bufferoffset = 0;
5310                 rsurface.modelsvector3f_bufferobject = 0;
5311                 rsurface.modelsvector3f_bufferoffset = 0;
5312                 rsurface.modeltvector3f_bufferobject = 0;
5313                 rsurface.modeltvector3f_bufferoffset = 0;
5314                 rsurface.modelnormal3f_bufferobject = 0;
5315                 rsurface.modelnormal3f_bufferoffset = 0;
5316                 rsurface.generatedvertex = true;
5317         }
5318         else
5319         {
5320                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5321                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5322                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5323                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5324                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5325                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5326                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5327                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5328                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5329                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5330                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5331                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5332                 rsurface.generatedvertex = false;
5333         }
5334         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5335         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5336         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5337         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5338         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5339         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5340         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5341         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5342         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5343         rsurface.modelelement3i = model->surfmesh.data_element3i;
5344         rsurface.modelelement3s = model->surfmesh.data_element3s;
5345         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5346         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5347         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5348         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5349         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5350         rsurface.modelsurfaces = model->data_surfaces;
5351         rsurface.vertex3f  = rsurface.modelvertex3f;
5352         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5353         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5354         rsurface.svector3f = rsurface.modelsvector3f;
5355         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5356         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5357         rsurface.tvector3f = rsurface.modeltvector3f;
5358         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5359         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5360         rsurface.normal3f  = rsurface.modelnormal3f;
5361         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5362         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5363         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5364 }
5365
5366 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5367 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5368 {
5369         int deformindex;
5370         int texturesurfaceindex;
5371         int i, j;
5372         float amplitude;
5373         float animpos;
5374         float scale;
5375         const float *v1, *in_tc;
5376         float *out_tc;
5377         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5378         float waveparms[4];
5379         q3shaderinfo_deform_t *deform;
5380         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5381         if (rsurface.generatedvertex)
5382         {
5383                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5384                         generatenormals = true;
5385                 for (i = 0;i < Q3MAXDEFORMS;i++)
5386                 {
5387                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5388                         {
5389                                 generatetangents = true;
5390                                 generatenormals = true;
5391                         }
5392                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5393                                 generatenormals = true;
5394                 }
5395                 if (generatenormals && !rsurface.modelnormal3f)
5396                 {
5397                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5398                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5399                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5400                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5401                 }
5402                 if (generatetangents && !rsurface.modelsvector3f)
5403                 {
5404                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5405                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5406                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5407                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5408                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5409                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5410                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5411                 }
5412         }
5413         rsurface.vertex3f  = rsurface.modelvertex3f;
5414         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5415         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5416         rsurface.svector3f = rsurface.modelsvector3f;
5417         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5418         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5419         rsurface.tvector3f = rsurface.modeltvector3f;
5420         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5421         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5422         rsurface.normal3f  = rsurface.modelnormal3f;
5423         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5424         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5425         // if vertices are deformed (sprite flares and things in maps, possibly
5426         // water waves, bulges and other deformations), generate them into
5427         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5428         // (may be static model data or generated data for an animated model, or
5429         //  the previous deform pass)
5430         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5431         {
5432                 switch (deform->deform)
5433                 {
5434                 default:
5435                 case Q3DEFORM_PROJECTIONSHADOW:
5436                 case Q3DEFORM_TEXT0:
5437                 case Q3DEFORM_TEXT1:
5438                 case Q3DEFORM_TEXT2:
5439                 case Q3DEFORM_TEXT3:
5440                 case Q3DEFORM_TEXT4:
5441                 case Q3DEFORM_TEXT5:
5442                 case Q3DEFORM_TEXT6:
5443                 case Q3DEFORM_TEXT7:
5444                 case Q3DEFORM_NONE:
5445                         break;
5446                 case Q3DEFORM_AUTOSPRITE:
5447                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5448                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5449                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5450                         VectorNormalize(newforward);
5451                         VectorNormalize(newright);
5452                         VectorNormalize(newup);
5453                         // make deformed versions of only the model vertices used by the specified surfaces
5454                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5455                         {
5456                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5457                                 // a single autosprite surface can contain multiple sprites...
5458                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5459                                 {
5460                                         VectorClear(center);
5461                                         for (i = 0;i < 4;i++)
5462                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5463                                         VectorScale(center, 0.25f, center);
5464                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5465                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5466                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5467                                         for (i = 0;i < 4;i++)
5468                                         {
5469                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5470                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5471                                         }
5472                                 }
5473                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5474                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5475                         }
5476                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5477                         rsurface.vertex3f_bufferobject = 0;
5478                         rsurface.vertex3f_bufferoffset = 0;
5479                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5480                         rsurface.svector3f_bufferobject = 0;
5481                         rsurface.svector3f_bufferoffset = 0;
5482                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5483                         rsurface.tvector3f_bufferobject = 0;
5484                         rsurface.tvector3f_bufferoffset = 0;
5485                         rsurface.normal3f = rsurface.array_deformednormal3f;
5486                         rsurface.normal3f_bufferobject = 0;
5487                         rsurface.normal3f_bufferoffset = 0;
5488                         break;
5489                 case Q3DEFORM_AUTOSPRITE2:
5490                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5491                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5492                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5493                         VectorNormalize(newforward);
5494                         VectorNormalize(newright);
5495                         VectorNormalize(newup);
5496                         // make deformed versions of only the model vertices used by the specified surfaces
5497                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5498                         {
5499                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5500                                 const float *v1, *v2;
5501                                 vec3_t start, end;
5502                                 float f, l;
5503                                 struct
5504                                 {
5505                                         float length2;
5506                                         const float *v1;
5507                                         const float *v2;
5508                                 }
5509                                 shortest[2];
5510                                 memset(shortest, 0, sizeof(shortest));
5511                                 // a single autosprite surface can contain multiple sprites...
5512                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5513                                 {
5514                                         VectorClear(center);
5515                                         for (i = 0;i < 4;i++)
5516                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5517                                         VectorScale(center, 0.25f, center);
5518                                         // find the two shortest edges, then use them to define the
5519                                         // axis vectors for rotating around the central axis
5520                                         for (i = 0;i < 6;i++)
5521                                         {
5522                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5523                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5524 #if 0
5525                                                 Debug_PolygonBegin(NULL, 0);
5526                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5527                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5528                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5529                                                 Debug_PolygonEnd();
5530 #endif
5531                                                 l = VectorDistance2(v1, v2);
5532                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5533                                                 if (v1[2] != v2[2])
5534                                                         l += (1.0f / 1024.0f);
5535                                                 if (shortest[0].length2 > l || i == 0)
5536                                                 {
5537                                                         shortest[1] = shortest[0];
5538                                                         shortest[0].length2 = l;
5539                                                         shortest[0].v1 = v1;
5540                                                         shortest[0].v2 = v2;
5541                                                 }
5542                                                 else if (shortest[1].length2 > l || i == 1)
5543                                                 {
5544                                                         shortest[1].length2 = l;
5545                                                         shortest[1].v1 = v1;
5546                                                         shortest[1].v2 = v2;
5547                                                 }
5548                                         }
5549                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5550                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5551 #if 0
5552                                         Debug_PolygonBegin(NULL, 0);
5553                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5554                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5555                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5556                                         Debug_PolygonEnd();
5557 #endif
5558                                         // this calculates the right vector from the shortest edge
5559                                         // and the up vector from the edge midpoints
5560                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5561                                         VectorNormalize(right);
5562                                         VectorSubtract(end, start, up);
5563                                         VectorNormalize(up);
5564                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5565                                         VectorSubtract(rsurface.modelorg, center, forward);
5566                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5567                                         VectorNegate(forward, forward);
5568                                         VectorReflect(forward, 0, up, forward);
5569                                         VectorNormalize(forward);
5570                                         CrossProduct(up, forward, newright);
5571                                         VectorNormalize(newright);
5572 #if 0
5573                                         Debug_PolygonBegin(NULL, 0);
5574                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5575                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5576                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5577                                         Debug_PolygonEnd();
5578 #endif
5579 #if 0
5580                                         Debug_PolygonBegin(NULL, 0);
5581                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5582                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5583                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5584                                         Debug_PolygonEnd();
5585 #endif
5586                                         // rotate the quad around the up axis vector, this is made
5587                                         // especially easy by the fact we know the quad is flat,
5588                                         // so we only have to subtract the center position and
5589                                         // measure distance along the right vector, and then
5590                                         // multiply that by the newright vector and add back the
5591                                         // center position
5592                                         // we also need to subtract the old position to undo the
5593                                         // displacement from the center, which we do with a
5594                                         // DotProduct, the subtraction/addition of center is also
5595                                         // optimized into DotProducts here
5596                                         l = DotProduct(right, center);
5597                                         for (i = 0;i < 4;i++)
5598                                         {
5599                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5600                                                 f = DotProduct(right, v1) - l;
5601                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5602                                         }
5603                                 }
5604                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5605                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5606                         }
5607                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5608                         rsurface.vertex3f_bufferobject = 0;
5609                         rsurface.vertex3f_bufferoffset = 0;
5610                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5611                         rsurface.svector3f_bufferobject = 0;
5612                         rsurface.svector3f_bufferoffset = 0;
5613                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5614                         rsurface.tvector3f_bufferobject = 0;
5615                         rsurface.tvector3f_bufferoffset = 0;
5616                         rsurface.normal3f = rsurface.array_deformednormal3f;
5617                         rsurface.normal3f_bufferobject = 0;
5618                         rsurface.normal3f_bufferoffset = 0;
5619                         break;
5620                 case Q3DEFORM_NORMAL:
5621                         // deform the normals to make reflections wavey
5622                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5623                         {
5624                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5625                                 for (j = 0;j < surface->num_vertices;j++)
5626                                 {
5627                                         float vertex[3];
5628                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5629                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5630                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5631                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5632                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5633                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5634                                         VectorNormalize(normal);
5635                                 }
5636                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5637                         }
5638                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5639                         rsurface.svector3f_bufferobject = 0;
5640                         rsurface.svector3f_bufferoffset = 0;
5641                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5642                         rsurface.tvector3f_bufferobject = 0;
5643                         rsurface.tvector3f_bufferoffset = 0;
5644                         rsurface.normal3f = rsurface.array_deformednormal3f;
5645                         rsurface.normal3f_bufferobject = 0;
5646                         rsurface.normal3f_bufferoffset = 0;
5647                         break;
5648                 case Q3DEFORM_WAVE:
5649                         // deform vertex array to make wavey water and flags and such
5650                         waveparms[0] = deform->waveparms[0];
5651                         waveparms[1] = deform->waveparms[1];
5652                         waveparms[2] = deform->waveparms[2];
5653                         waveparms[3] = deform->waveparms[3];
5654                         // this is how a divisor of vertex influence on deformation
5655                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5656                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5657                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5658                         {
5659                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5660                                 for (j = 0;j < surface->num_vertices;j++)
5661                                 {
5662                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5663                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5664                                         // if the wavefunc depends on time, evaluate it per-vertex
5665                                         if (waveparms[3])
5666                                         {
5667                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5668                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5669                                         }
5670                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5671                                 }
5672                         }
5673                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5674                         rsurface.vertex3f_bufferobject = 0;
5675                         rsurface.vertex3f_bufferoffset = 0;
5676                         break;
5677                 case Q3DEFORM_BULGE:
5678                         // deform vertex array to make the surface have moving bulges
5679                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5680                         {
5681                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5682                                 for (j = 0;j < surface->num_vertices;j++)
5683                                 {
5684                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5685                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5686                                 }
5687                         }
5688                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5689                         rsurface.vertex3f_bufferobject = 0;
5690                         rsurface.vertex3f_bufferoffset = 0;
5691                         break;
5692                 case Q3DEFORM_MOVE:
5693                         // deform vertex array
5694                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5695                         VectorScale(deform->parms, scale, waveparms);
5696                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5697                         {
5698                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5699                                 for (j = 0;j < surface->num_vertices;j++)
5700                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5701                         }
5702                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5703                         rsurface.vertex3f_bufferobject = 0;
5704                         rsurface.vertex3f_bufferoffset = 0;
5705                         break;
5706                 }
5707         }
5708         // generate texcoords based on the chosen texcoord source
5709         switch(rsurface.texture->tcgen.tcgen)
5710         {
5711         default:
5712         case Q3TCGEN_TEXTURE:
5713                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5714                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5715                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5716                 break;
5717         case Q3TCGEN_LIGHTMAP:
5718                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5719                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5720                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5721                 break;
5722         case Q3TCGEN_VECTOR:
5723                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5724                 {
5725                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5726                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5727                         {
5728                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5729                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5730                         }
5731                 }
5732                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5733                 rsurface.texcoordtexture2f_bufferobject  = 0;
5734                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5735                 break;
5736         case Q3TCGEN_ENVIRONMENT:
5737                 // make environment reflections using a spheremap
5738                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5739                 {
5740                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5741                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5742                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5743                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5744                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5745                         {
5746                                 // identical to Q3A's method, but executed in worldspace so
5747                                 // carried models can be shiny too
5748
5749                                 float viewer[3], d, reflected[3], worldreflected[3];
5750
5751                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
5752                                 // VectorNormalize(viewer);
5753
5754                                 d = DotProduct(normal, viewer);
5755
5756                                 reflected[0] = normal[0]*2*d - viewer[0];
5757                                 reflected[1] = normal[1]*2*d - viewer[1];
5758                                 reflected[2] = normal[2]*2*d - viewer[2];
5759                                 // note: this is proportinal to viewer, so we can normalize later
5760
5761                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5762                                 VectorNormalize(worldreflected);
5763
5764                                 // note: this sphere map only uses world x and z!
5765                                 // so positive and negative y will LOOK THE SAME.
5766                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5767                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5768                         }
5769                 }
5770                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5771                 rsurface.texcoordtexture2f_bufferobject  = 0;
5772                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5773                 break;
5774         }
5775         // the only tcmod that needs software vertex processing is turbulent, so
5776         // check for it here and apply the changes if needed
5777         // and we only support that as the first one
5778         // (handling a mixture of turbulent and other tcmods would be problematic
5779         //  without punting it entirely to a software path)
5780         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5781         {
5782                 amplitude = rsurface.texture->tcmods[0].parms[1];
5783                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5784                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5785                 {
5786                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5787                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5788                         {
5789                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5790                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5791                         }
5792                 }
5793                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5794                 rsurface.texcoordtexture2f_bufferobject  = 0;
5795                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5796         }
5797         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5798         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5799         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5800         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5801 }
5802
5803 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5804 {
5805         int i, j;
5806         const msurface_t *surface = texturesurfacelist[0];
5807         const msurface_t *surface2;
5808         int firstvertex;
5809         int endvertex;
5810         int numvertices;
5811         int numtriangles;
5812         // TODO: lock all array ranges before render, rather than on each surface
5813         if (texturenumsurfaces == 1)
5814         {
5815                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5816                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5817         }
5818         else if (r_batchmode.integer == 2)
5819         {
5820                 #define MAXBATCHTRIANGLES 4096
5821                 int batchtriangles = 0;
5822                 int batchelements[MAXBATCHTRIANGLES*3];
5823                 for (i = 0;i < texturenumsurfaces;i = j)
5824                 {
5825                         surface = texturesurfacelist[i];
5826                         j = i + 1;
5827                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5828                         {
5829                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5830                                 continue;
5831                         }
5832                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5833                         batchtriangles = surface->num_triangles;
5834                         firstvertex = surface->num_firstvertex;
5835                         endvertex = surface->num_firstvertex + surface->num_vertices;
5836                         for (;j < texturenumsurfaces;j++)
5837                         {
5838                                 surface2 = texturesurfacelist[j];
5839                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5840                                         break;
5841                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5842                                 batchtriangles += surface2->num_triangles;
5843                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5844                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5845                         }
5846                         surface2 = texturesurfacelist[j-1];
5847                         numvertices = endvertex - firstvertex;
5848                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5849                 }
5850         }
5851         else if (r_batchmode.integer == 1)
5852         {
5853                 for (i = 0;i < texturenumsurfaces;i = j)
5854                 {
5855                         surface = texturesurfacelist[i];
5856                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5857                                 if (texturesurfacelist[j] != surface2)
5858                                         break;
5859                         surface2 = texturesurfacelist[j-1];
5860                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5861                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5862                         GL_LockArrays(surface->num_firstvertex, numvertices);
5863                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5864                 }
5865         }
5866         else
5867         {
5868                 for (i = 0;i < texturenumsurfaces;i++)
5869                 {
5870                         surface = texturesurfacelist[i];
5871                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5872                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5873                 }
5874         }
5875 }
5876
5877 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5878 {
5879         int i, planeindex, vertexindex;
5880         float d, bestd;
5881         vec3_t vert;
5882         const float *v;
5883         r_waterstate_waterplane_t *p, *bestp;
5884         msurface_t *surface;
5885         if (r_waterstate.renderingscene)
5886                 return;
5887         for (i = 0;i < texturenumsurfaces;i++)
5888         {
5889                 surface = texturesurfacelist[i];
5890                 if (lightmaptexunit >= 0)
5891                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5892                 if (deluxemaptexunit >= 0)
5893                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5894                 // pick the closest matching water plane
5895                 bestd = 0;
5896                 bestp = NULL;
5897                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5898                 {
5899                         d = 0;
5900                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5901                         {
5902                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5903                                 d += fabs(PlaneDiff(vert, &p->plane));
5904                         }
5905                         if (bestd > d || !bestp)
5906                         {
5907                                 bestd = d;
5908                                 bestp = p;
5909                         }
5910                 }
5911                 if (bestp)
5912                 {
5913                         if (refractiontexunit >= 0)
5914                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5915                         if (reflectiontexunit >= 0)
5916                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5917                 }
5918                 else
5919                 {
5920                         if (refractiontexunit >= 0)
5921                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5922                         if (reflectiontexunit >= 0)
5923                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5924                 }
5925                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5926                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5927         }
5928 }
5929
5930 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5931 {
5932         int i;
5933         int j;
5934         const msurface_t *surface = texturesurfacelist[0];
5935         const msurface_t *surface2;
5936         int firstvertex;
5937         int endvertex;
5938         int numvertices;
5939         int numtriangles;
5940         // TODO: lock all array ranges before render, rather than on each surface
5941         if (texturenumsurfaces == 1)
5942         {
5943                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5944                 if (deluxemaptexunit >= 0)
5945                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5946                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5947                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5948         }
5949         else if (r_batchmode.integer == 2)
5950         {
5951                 #define MAXBATCHTRIANGLES 4096
5952                 int batchtriangles = 0;
5953                 int batchelements[MAXBATCHTRIANGLES*3];
5954                 for (i = 0;i < texturenumsurfaces;i = j)
5955                 {
5956                         surface = texturesurfacelist[i];
5957                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5958                         if (deluxemaptexunit >= 0)
5959                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5960                         j = i + 1;
5961                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5962                         {
5963                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5964                                 continue;
5965                         }
5966                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5967                         batchtriangles = surface->num_triangles;
5968                         firstvertex = surface->num_firstvertex;
5969                         endvertex = surface->num_firstvertex + surface->num_vertices;
5970                         for (;j < texturenumsurfaces;j++)
5971                         {
5972                                 surface2 = texturesurfacelist[j];
5973                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5974                                         break;
5975                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5976                                 batchtriangles += surface2->num_triangles;
5977                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5978                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5979                         }
5980                         surface2 = texturesurfacelist[j-1];
5981                         numvertices = endvertex - firstvertex;
5982                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5983                 }
5984         }
5985         else if (r_batchmode.integer == 1)
5986         {
5987 #if 0
5988                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5989                 for (i = 0;i < texturenumsurfaces;i = j)
5990                 {
5991                         surface = texturesurfacelist[i];
5992                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5993                                 if (texturesurfacelist[j] != surface2)
5994                                         break;
5995                         Con_Printf(" %i", j - i);
5996                 }
5997                 Con_Printf("\n");
5998                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5999 #endif
6000                 for (i = 0;i < texturenumsurfaces;i = j)
6001                 {
6002                         surface = texturesurfacelist[i];
6003                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6004                         if (deluxemaptexunit >= 0)
6005                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6006                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6007                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6008                                         break;
6009 #if 0
6010                         Con_Printf(" %i", j - i);
6011 #endif
6012                         surface2 = texturesurfacelist[j-1];
6013                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6014                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6015                         GL_LockArrays(surface->num_firstvertex, numvertices);
6016                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6017                 }
6018 #if 0
6019                 Con_Printf("\n");
6020 #endif
6021         }
6022         else
6023         {
6024                 for (i = 0;i < texturenumsurfaces;i++)
6025                 {
6026                         surface = texturesurfacelist[i];
6027                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6028                         if (deluxemaptexunit >= 0)
6029                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6030                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6031                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6032                 }
6033         }
6034 }
6035
6036 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6037 {
6038         int j;
6039         int texturesurfaceindex;
6040         if (r_showsurfaces.integer == 2)
6041         {
6042                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6043                 {
6044                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6045                         for (j = 0;j < surface->num_triangles;j++)
6046                         {
6047                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6048                                 GL_Color(f, f, f, 1);
6049                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6050                         }
6051                 }
6052         }
6053         else
6054         {
6055                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6056                 {
6057                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6058                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6059                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6060                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6061                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6062                 }
6063         }
6064 }
6065
6066 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6067 {
6068         int texturesurfaceindex;
6069         int i;
6070         float *v, *c2;
6071         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6072         {
6073                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6074                 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)
6075                 {
6076                         c2[0] = 0.5;
6077                         c2[1] = 0.5;
6078                         c2[2] = 0.5;
6079                         c2[3] = 1;
6080                 }
6081         }
6082         rsurface.lightmapcolor4f = rsurface.array_color4f;
6083         rsurface.lightmapcolor4f_bufferobject = 0;
6084         rsurface.lightmapcolor4f_bufferoffset = 0;
6085 }
6086
6087 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6088 {
6089         int texturesurfaceindex;
6090         int i;
6091         float f;
6092         float *v, *c, *c2;
6093         if (rsurface.lightmapcolor4f)
6094         {
6095                 // generate color arrays for the surfaces in this list
6096                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6097                 {
6098                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6099                         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)
6100                         {
6101                                 f = FogPoint_Model(v);
6102                                 c2[0] = c[0] * f;
6103                                 c2[1] = c[1] * f;
6104                                 c2[2] = c[2] * f;
6105                                 c2[3] = c[3];
6106                         }
6107                 }
6108         }
6109         else
6110         {
6111                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6112                 {
6113                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6114                         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)
6115                         {
6116                                 f = FogPoint_Model(v);
6117                                 c2[0] = f;
6118                                 c2[1] = f;
6119                                 c2[2] = f;
6120                                 c2[3] = 1;
6121                         }
6122                 }
6123         }
6124         rsurface.lightmapcolor4f = rsurface.array_color4f;
6125         rsurface.lightmapcolor4f_bufferobject = 0;
6126         rsurface.lightmapcolor4f_bufferoffset = 0;
6127 }
6128
6129 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6130 {
6131         int texturesurfaceindex;
6132         int i;
6133         float f;
6134         float *v, *c, *c2;
6135         if (!rsurface.lightmapcolor4f)
6136                 return;
6137         // generate color arrays for the surfaces in this list
6138         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6139         {
6140                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6141                 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)
6142                 {
6143                         f = FogPoint_Model(v);
6144                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6145                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6146                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6147                         c2[3] = c[3];
6148                 }
6149         }
6150         rsurface.lightmapcolor4f = rsurface.array_color4f;
6151         rsurface.lightmapcolor4f_bufferobject = 0;
6152         rsurface.lightmapcolor4f_bufferoffset = 0;
6153 }
6154
6155 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6156 {
6157         int texturesurfaceindex;
6158         int i;
6159         float *c, *c2;
6160         if (!rsurface.lightmapcolor4f)
6161                 return;
6162         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6163         {
6164                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6165                 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)
6166                 {
6167                         c2[0] = c[0] * r;
6168                         c2[1] = c[1] * g;
6169                         c2[2] = c[2] * b;
6170                         c2[3] = c[3] * a;
6171                 }
6172         }
6173         rsurface.lightmapcolor4f = rsurface.array_color4f;
6174         rsurface.lightmapcolor4f_bufferobject = 0;
6175         rsurface.lightmapcolor4f_bufferoffset = 0;
6176 }
6177
6178 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6179 {
6180         int texturesurfaceindex;
6181         int i;
6182         float *c, *c2;
6183         if (!rsurface.lightmapcolor4f)
6184                 return;
6185         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6186         {
6187                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6188                 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)
6189                 {
6190                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6191                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6192                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6193                         c2[3] = c[3];
6194                 }
6195         }
6196         rsurface.lightmapcolor4f = rsurface.array_color4f;
6197         rsurface.lightmapcolor4f_bufferobject = 0;
6198         rsurface.lightmapcolor4f_bufferoffset = 0;
6199 }
6200
6201 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6202 {
6203         // TODO: optimize
6204         rsurface.lightmapcolor4f = NULL;
6205         rsurface.lightmapcolor4f_bufferobject = 0;
6206         rsurface.lightmapcolor4f_bufferoffset = 0;
6207         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6208         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6209         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6210         GL_Color(r, g, b, a);
6211         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6212 }
6213
6214 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6215 {
6216         // TODO: optimize applyfog && applycolor case
6217         // just apply fog if necessary, and tint the fog color array if necessary
6218         rsurface.lightmapcolor4f = NULL;
6219         rsurface.lightmapcolor4f_bufferobject = 0;
6220         rsurface.lightmapcolor4f_bufferoffset = 0;
6221         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6222         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6223         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6224         GL_Color(r, g, b, a);
6225         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6226 }
6227
6228 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6229 {
6230         int texturesurfaceindex;
6231         int i;
6232         float *c;
6233         // TODO: optimize
6234         if (texturesurfacelist[0]->lightmapinfo)
6235         {
6236                 // generate color arrays for the surfaces in this list
6237                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6238                 {
6239                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6240                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6241                         {
6242                                 if (surface->lightmapinfo->samples)
6243                                 {
6244                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6245                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6246                                         VectorScale(lm, scale, c);
6247                                         if (surface->lightmapinfo->styles[1] != 255)
6248                                         {
6249                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6250                                                 lm += size3;
6251                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6252                                                 VectorMA(c, scale, lm, c);
6253                                                 if (surface->lightmapinfo->styles[2] != 255)
6254                                                 {
6255                                                         lm += size3;
6256                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6257                                                         VectorMA(c, scale, lm, c);
6258                                                         if (surface->lightmapinfo->styles[3] != 255)
6259                                                         {
6260                                                                 lm += size3;
6261                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6262                                                                 VectorMA(c, scale, lm, c);
6263                                                         }
6264                                                 }
6265                                         }
6266                                 }
6267                                 else
6268                                         VectorClear(c);
6269                                 c[3] = 1;
6270                         }
6271                 }
6272                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6273                 rsurface.lightmapcolor4f_bufferobject = 0;
6274                 rsurface.lightmapcolor4f_bufferoffset = 0;
6275         }
6276         else
6277         {
6278                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6279                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6280                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6281         }
6282         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6283         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6284         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6285         GL_Color(r, g, b, a);
6286         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6287 }
6288
6289 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6290 {
6291         int texturesurfaceindex;
6292         int i;
6293         float f;
6294         float *v, *c, *c2, alpha;
6295         vec3_t ambientcolor;
6296         vec3_t diffusecolor;
6297         vec3_t lightdir;
6298         // TODO: optimize
6299         // model lighting
6300         VectorCopy(rsurface.modellight_lightdir, lightdir);
6301         f = 0.5f * r_refdef.lightmapintensity;
6302         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6303         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6304         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6305         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6306         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6307         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6308         alpha = *a;
6309         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6310         {
6311                 // generate color arrays for the surfaces in this list
6312                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6313                 {
6314                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6315                         int numverts = surface->num_vertices;
6316                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6317                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6318                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6319                         // q3-style directional shading
6320                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6321                         {
6322                                 if ((f = DotProduct(c2, lightdir)) > 0)
6323                                         VectorMA(ambientcolor, f, diffusecolor, c);
6324                                 else
6325                                         VectorCopy(ambientcolor, c);
6326                                 c[3] = alpha;
6327                         }
6328                 }
6329                 *r = 1;
6330                 *g = 1;
6331                 *b = 1;
6332                 *a = 1;
6333                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6334                 rsurface.lightmapcolor4f_bufferobject = 0;
6335                 rsurface.lightmapcolor4f_bufferoffset = 0;
6336                 *applycolor = false;
6337         }
6338         else
6339         {
6340                 *r = ambientcolor[0];
6341                 *g = ambientcolor[1];
6342                 *b = ambientcolor[2];
6343                 rsurface.lightmapcolor4f = NULL;
6344                 rsurface.lightmapcolor4f_bufferobject = 0;
6345                 rsurface.lightmapcolor4f_bufferoffset = 0;
6346         }
6347 }
6348
6349 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6350 {
6351         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6352         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6353         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6354         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6355         GL_Color(r, g, b, a);
6356         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6357 }
6358
6359 void RSurf_SetupDepthAndCulling(void)
6360 {
6361         // submodels are biased to avoid z-fighting with world surfaces that they
6362         // may be exactly overlapping (avoids z-fighting artifacts on certain
6363         // doors and things in Quake maps)
6364         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6365         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6366         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6367         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6368 }
6369
6370 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6371 {
6372         // transparent sky would be ridiculous
6373         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6374                 return;
6375         R_SetupGenericShader(false);
6376         if (skyrendernow)
6377         {
6378                 skyrendernow = false;
6379                 // we have to force off the water clipping plane while rendering sky
6380                 R_SetupView(false);
6381                 R_Sky();
6382                 R_SetupView(true);
6383                 // restore entity matrix
6384                 R_Mesh_Matrix(&rsurface.matrix);
6385         }
6386         RSurf_SetupDepthAndCulling();
6387         GL_DepthMask(true);
6388         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6389         // skymasking on them, and Quake3 never did sky masking (unlike
6390         // software Quake and software Quake2), so disable the sky masking
6391         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6392         // and skymasking also looks very bad when noclipping outside the
6393         // level, so don't use it then either.
6394         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6395         {
6396                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6397                 R_Mesh_ColorPointer(NULL, 0, 0);
6398                 R_Mesh_ResetTextureState();
6399                 if (skyrendermasked)
6400                 {
6401                         R_SetupDepthOrShadowShader();
6402                         // depth-only (masking)
6403                         GL_ColorMask(0,0,0,0);
6404                         // just to make sure that braindead drivers don't draw
6405                         // anything despite that colormask...
6406                         GL_BlendFunc(GL_ZERO, GL_ONE);
6407                 }
6408                 else
6409                 {
6410                         R_SetupGenericShader(false);
6411                         // fog sky
6412                         GL_BlendFunc(GL_ONE, GL_ZERO);
6413                 }
6414                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6415                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6416                 if (skyrendermasked)
6417                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6418         }
6419         R_Mesh_ResetTextureState();
6420         GL_Color(1, 1, 1, 1);
6421 }
6422
6423 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6424 {
6425         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6426                 return;
6427
6428         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6429         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6430         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6431         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6432         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6433         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6434         if (rsurface.texture->backgroundcurrentskinframe)
6435         {
6436                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6437                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6438                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6439                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6440         }
6441         if(rsurface.texture->colormapping)
6442         {
6443                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6444                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6445         }
6446         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6447         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6448                 R_Mesh_ColorPointer(NULL, 0, 0);
6449         else
6450                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6451
6452         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6453         {
6454                 // render background
6455                 GL_BlendFunc(GL_ONE, GL_ZERO);
6456                 GL_DepthMask(true);
6457                 GL_AlphaTest(false);
6458
6459                 GL_Color(1, 1, 1, 1);
6460                 R_Mesh_ColorPointer(NULL, 0, 0);
6461
6462                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6463                 if (r_glsl_permutation)
6464                 {
6465                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6466                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6467                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6468                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6469                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6470                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6471                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6472                 }
6473                 GL_LockArrays(0, 0);
6474
6475                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6476                 GL_DepthMask(false);
6477                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6478                         R_Mesh_ColorPointer(NULL, 0, 0);
6479                 else
6480                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6481                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6482                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6483         }
6484
6485         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6486         if (!r_glsl_permutation)
6487                 return;
6488
6489         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6490         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6491         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6492         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6493         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6494         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6495
6496         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6497         {
6498                 GL_BlendFunc(GL_ONE, GL_ZERO);
6499                 GL_DepthMask(true);
6500                 GL_AlphaTest(false);
6501         }
6502         else
6503         {
6504                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6505                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6506                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6507         }
6508
6509         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6510         {
6511                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6512                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6513                 else
6514                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6515         }
6516         else
6517         {
6518                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6519                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6520                 else
6521                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6522         }
6523         GL_LockArrays(0, 0);
6524 }
6525
6526 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6527 {
6528         // OpenGL 1.3 path - anything not completely ancient
6529         int texturesurfaceindex;
6530         qboolean applycolor;
6531         qboolean applyfog;
6532         rmeshstate_t m;
6533         int layerindex;
6534         const texturelayer_t *layer;
6535         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6536
6537         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6538         {
6539                 vec4_t layercolor;
6540                 int layertexrgbscale;
6541                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6542                 {
6543                         if (layerindex == 0)
6544                                 GL_AlphaTest(true);
6545                         else
6546                         {
6547                                 GL_AlphaTest(false);
6548                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6549                         }
6550                 }
6551                 GL_DepthMask(layer->depthmask && writedepth);
6552                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6553                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6554                 {
6555                         layertexrgbscale = 4;
6556                         VectorScale(layer->color, 0.25f, layercolor);
6557                 }
6558                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6559                 {
6560                         layertexrgbscale = 2;
6561                         VectorScale(layer->color, 0.5f, layercolor);
6562                 }
6563                 else
6564                 {
6565                         layertexrgbscale = 1;
6566                         VectorScale(layer->color, 1.0f, layercolor);
6567                 }
6568                 layercolor[3] = layer->color[3];
6569                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6570                 R_Mesh_ColorPointer(NULL, 0, 0);
6571                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6572                 switch (layer->type)
6573                 {
6574                 case TEXTURELAYERTYPE_LITTEXTURE:
6575                         memset(&m, 0, sizeof(m));
6576                         m.tex[0] = R_GetTexture(r_texture_white);
6577                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6578                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6579                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6580                         m.tex[1] = R_GetTexture(layer->texture);
6581                         m.texmatrix[1] = layer->texmatrix;
6582                         m.texrgbscale[1] = layertexrgbscale;
6583                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6584                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6585                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6586                         R_Mesh_TextureState(&m);
6587                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6588                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6589                         else if (rsurface.uselightmaptexture)
6590                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6591                         else
6592                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6593                         break;
6594                 case TEXTURELAYERTYPE_TEXTURE:
6595                         memset(&m, 0, sizeof(m));
6596                         m.tex[0] = R_GetTexture(layer->texture);
6597                         m.texmatrix[0] = layer->texmatrix;
6598                         m.texrgbscale[0] = layertexrgbscale;
6599                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6600                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6601                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6602                         R_Mesh_TextureState(&m);
6603                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6604                         break;
6605                 case TEXTURELAYERTYPE_FOG:
6606                         memset(&m, 0, sizeof(m));
6607                         m.texrgbscale[0] = layertexrgbscale;
6608                         if (layer->texture)
6609                         {
6610                                 m.tex[0] = R_GetTexture(layer->texture);
6611                                 m.texmatrix[0] = layer->texmatrix;
6612                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6613                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6614                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6615                         }
6616                         R_Mesh_TextureState(&m);
6617                         // generate a color array for the fog pass
6618                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6619                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6620                         {
6621                                 int i;
6622                                 float f, *v, *c;
6623                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6624                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6625                                 {
6626                                         f = 1 - FogPoint_Model(v);
6627                                         c[0] = layercolor[0];
6628                                         c[1] = layercolor[1];
6629                                         c[2] = layercolor[2];
6630                                         c[3] = f * layercolor[3];
6631                                 }
6632                         }
6633                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6634                         break;
6635                 default:
6636                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6637                 }
6638                 GL_LockArrays(0, 0);
6639         }
6640         CHECKGLERROR
6641         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6642         {
6643                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6644                 GL_AlphaTest(false);
6645         }
6646 }
6647
6648 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6649 {
6650         // OpenGL 1.1 - crusty old voodoo path
6651         int texturesurfaceindex;
6652         qboolean applyfog;
6653         rmeshstate_t m;
6654         int layerindex;
6655         const texturelayer_t *layer;
6656         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6657
6658         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6659         {
6660                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6661                 {
6662                         if (layerindex == 0)
6663                                 GL_AlphaTest(true);
6664                         else
6665                         {
6666                                 GL_AlphaTest(false);
6667                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6668                         }
6669                 }
6670                 GL_DepthMask(layer->depthmask && writedepth);
6671                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6672                 R_Mesh_ColorPointer(NULL, 0, 0);
6673                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6674                 switch (layer->type)
6675                 {
6676                 case TEXTURELAYERTYPE_LITTEXTURE:
6677                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6678                         {
6679                                 // two-pass lit texture with 2x rgbscale
6680                                 // first the lightmap pass
6681                                 memset(&m, 0, sizeof(m));
6682                                 m.tex[0] = R_GetTexture(r_texture_white);
6683                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6684                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6685                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6686                                 R_Mesh_TextureState(&m);
6687                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6688                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6689                                 else if (rsurface.uselightmaptexture)
6690                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6691                                 else
6692                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6693                                 GL_LockArrays(0, 0);
6694                                 // then apply the texture to it
6695                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6696                                 memset(&m, 0, sizeof(m));
6697                                 m.tex[0] = R_GetTexture(layer->texture);
6698                                 m.texmatrix[0] = layer->texmatrix;
6699                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6700                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6701                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6702                                 R_Mesh_TextureState(&m);
6703                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6704                         }
6705                         else
6706                         {
6707                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6708                                 memset(&m, 0, sizeof(m));
6709                                 m.tex[0] = R_GetTexture(layer->texture);
6710                                 m.texmatrix[0] = layer->texmatrix;
6711                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6712                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6713                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6714                                 R_Mesh_TextureState(&m);
6715                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6716                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6717                                 else
6718                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6719                         }
6720                         break;
6721                 case TEXTURELAYERTYPE_TEXTURE:
6722                         // singletexture unlit texture with transparency support
6723                         memset(&m, 0, sizeof(m));
6724                         m.tex[0] = R_GetTexture(layer->texture);
6725                         m.texmatrix[0] = layer->texmatrix;
6726                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6727                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6728                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6729                         R_Mesh_TextureState(&m);
6730                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6731                         break;
6732                 case TEXTURELAYERTYPE_FOG:
6733                         // singletexture fogging
6734                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6735                         if (layer->texture)
6736                         {
6737                                 memset(&m, 0, sizeof(m));
6738                                 m.tex[0] = R_GetTexture(layer->texture);
6739                                 m.texmatrix[0] = layer->texmatrix;
6740                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6741                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6742                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6743                                 R_Mesh_TextureState(&m);
6744                         }
6745                         else
6746                                 R_Mesh_ResetTextureState();
6747                         // generate a color array for the fog pass
6748                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6749                         {
6750                                 int i;
6751                                 float f, *v, *c;
6752                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6753                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6754                                 {
6755                                         f = 1 - FogPoint_Model(v);
6756                                         c[0] = layer->color[0];
6757                                         c[1] = layer->color[1];
6758                                         c[2] = layer->color[2];
6759                                         c[3] = f * layer->color[3];
6760                                 }
6761                         }
6762                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6763                         break;
6764                 default:
6765                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6766                 }
6767                 GL_LockArrays(0, 0);
6768         }
6769         CHECKGLERROR
6770         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6771         {
6772                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6773                 GL_AlphaTest(false);
6774         }
6775 }
6776
6777 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6778 {
6779         float c[4];
6780
6781         GL_AlphaTest(false);
6782         R_Mesh_ColorPointer(NULL, 0, 0);
6783         R_Mesh_ResetTextureState();
6784         R_SetupGenericShader(false);
6785
6786         if(rsurface.texture && rsurface.texture->currentskinframe)
6787         {
6788                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6789                 c[3] *= rsurface.texture->currentalpha;
6790         }
6791         else
6792         {
6793                 c[0] = 1;
6794                 c[1] = 0;
6795                 c[2] = 1;
6796                 c[3] = 1;
6797         }
6798
6799         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6800         {
6801                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6802                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6803                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6804         }
6805
6806         // brighten it up (as texture value 127 means "unlit")
6807         c[0] *= 2 * r_refdef.view.colorscale;
6808         c[1] *= 2 * r_refdef.view.colorscale;
6809         c[2] *= 2 * r_refdef.view.colorscale;
6810
6811         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6812                 c[3] *= r_wateralpha.value;
6813
6814         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6815         {
6816                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6817                 GL_DepthMask(false);
6818         }
6819         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6820         {
6821                 GL_BlendFunc(GL_ONE, GL_ONE);
6822                 GL_DepthMask(false);
6823         }
6824         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6825         {
6826                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6827                 GL_DepthMask(false);
6828         }
6829         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6830         {
6831                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6832                 GL_DepthMask(false);
6833         }
6834         else
6835         {
6836                 GL_BlendFunc(GL_ONE, GL_ZERO);
6837                 GL_DepthMask(writedepth);
6838         }
6839
6840         rsurface.lightmapcolor4f = NULL;
6841
6842         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6843         {
6844                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6845
6846                 rsurface.lightmapcolor4f = NULL;
6847                 rsurface.lightmapcolor4f_bufferobject = 0;
6848                 rsurface.lightmapcolor4f_bufferoffset = 0;
6849         }
6850         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6851         {
6852                 qboolean applycolor = true;
6853                 float one = 1.0;
6854
6855                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6856
6857                 r_refdef.lightmapintensity = 1;
6858                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6859                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6860         }
6861         else
6862         {
6863                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6864
6865                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6866                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6867                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6868         }
6869
6870         if(!rsurface.lightmapcolor4f)
6871                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6872
6873         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6874         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6875         if(r_refdef.fogenabled)
6876                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6877
6878         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6879         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6880 }
6881
6882 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6883 {
6884         CHECKGLERROR
6885         RSurf_SetupDepthAndCulling();
6886         if (r_showsurfaces.integer == 3)
6887                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6888         else if (r_glsl.integer && gl_support_fragment_shader)
6889                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6890         else if (gl_combine.integer && r_textureunits.integer >= 2)
6891                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6892         else
6893                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6894         CHECKGLERROR
6895 }
6896
6897 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6898 {
6899         CHECKGLERROR
6900         RSurf_SetupDepthAndCulling();
6901         if (r_showsurfaces.integer == 3)
6902                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6903         else if (r_glsl.integer && gl_support_fragment_shader)
6904                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6905         else if (gl_combine.integer && r_textureunits.integer >= 2)
6906                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6907         else
6908                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6909         CHECKGLERROR
6910 }
6911
6912 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6913 {
6914         int i, j;
6915         int texturenumsurfaces, endsurface;
6916         texture_t *texture;
6917         msurface_t *surface;
6918         msurface_t *texturesurfacelist[1024];
6919
6920         // if the model is static it doesn't matter what value we give for
6921         // wantnormals and wanttangents, so this logic uses only rules applicable
6922         // to a model, knowing that they are meaningless otherwise
6923         if (ent == r_refdef.scene.worldentity)
6924                 RSurf_ActiveWorldEntity();
6925         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6926                 RSurf_ActiveModelEntity(ent, false, false);
6927         else
6928                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6929
6930         for (i = 0;i < numsurfaces;i = j)
6931         {
6932                 j = i + 1;
6933                 surface = rsurface.modelsurfaces + surfacelist[i];
6934                 texture = surface->texture;
6935                 rsurface.texture = R_GetCurrentTexture(texture);
6936                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6937                 // scan ahead until we find a different texture
6938                 endsurface = min(i + 1024, numsurfaces);
6939                 texturenumsurfaces = 0;
6940                 texturesurfacelist[texturenumsurfaces++] = surface;
6941                 for (;j < endsurface;j++)
6942                 {
6943                         surface = rsurface.modelsurfaces + surfacelist[j];
6944                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6945                                 break;
6946                         texturesurfacelist[texturenumsurfaces++] = surface;
6947                 }
6948                 // render the range of surfaces
6949                 if (ent == r_refdef.scene.worldentity)
6950                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6951                 else
6952                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6953         }
6954         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6955         GL_AlphaTest(false);
6956 }
6957
6958 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6959 {
6960         const entity_render_t *queueentity = r_refdef.scene.worldentity;
6961         CHECKGLERROR
6962         if (depthonly)
6963         {
6964                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6965                         return;
6966                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6967                         return;
6968                 RSurf_SetupDepthAndCulling();
6969                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6970                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6971         }
6972         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6973         {
6974                 RSurf_SetupDepthAndCulling();
6975                 GL_AlphaTest(false);
6976                 R_Mesh_ColorPointer(NULL, 0, 0);
6977                 R_Mesh_ResetTextureState();
6978                 R_SetupGenericShader(false);
6979                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6980                 GL_DepthMask(true);
6981                 GL_BlendFunc(GL_ONE, GL_ZERO);
6982                 GL_Color(0, 0, 0, 1);
6983                 GL_DepthTest(writedepth);
6984                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6985         }
6986         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6987         {
6988                 RSurf_SetupDepthAndCulling();
6989                 GL_AlphaTest(false);
6990                 R_Mesh_ColorPointer(NULL, 0, 0);
6991                 R_Mesh_ResetTextureState();
6992                 R_SetupGenericShader(false);
6993                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6994                 GL_DepthMask(true);
6995                 GL_BlendFunc(GL_ONE, GL_ZERO);
6996                 GL_DepthTest(true);
6997                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6998         }
6999         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7000                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7001         else if (!rsurface.texture->currentnumlayers)
7002                 return;
7003         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7004         {
7005                 // transparent surfaces get pushed off into the transparent queue
7006                 int surfacelistindex;
7007                 const msurface_t *surface;
7008                 vec3_t tempcenter, center;
7009                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7010                 {
7011                         surface = texturesurfacelist[surfacelistindex];
7012                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7013                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7014                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7015                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7016                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7017                 }
7018         }
7019         else
7020         {
7021                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7022                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7023         }
7024         CHECKGLERROR
7025 }
7026
7027 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7028 {
7029         int i, j;
7030         texture_t *texture;
7031         // break the surface list down into batches by texture and use of lightmapping
7032         for (i = 0;i < numsurfaces;i = j)
7033         {
7034                 j = i + 1;
7035                 // texture is the base texture pointer, rsurface.texture is the
7036                 // current frame/skin the texture is directing us to use (for example
7037                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7038                 // use skin 1 instead)
7039                 texture = surfacelist[i]->texture;
7040                 rsurface.texture = R_GetCurrentTexture(texture);
7041                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7042                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7043                 {
7044                         // if this texture is not the kind we want, skip ahead to the next one
7045                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7046                                 ;
7047                         continue;
7048                 }
7049                 // simply scan ahead until we find a different texture or lightmap state
7050                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7051                         ;
7052                 // render the range of surfaces
7053                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7054         }
7055 }
7056
7057 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7058 {
7059         CHECKGLERROR
7060         if (depthonly)
7061         {
7062                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7063                         return;
7064                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7065                         return;
7066                 RSurf_SetupDepthAndCulling();
7067                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7068                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7069         }
7070         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7071         {
7072                 RSurf_SetupDepthAndCulling();
7073                 GL_AlphaTest(false);
7074                 R_Mesh_ColorPointer(NULL, 0, 0);
7075                 R_Mesh_ResetTextureState();
7076                 R_SetupGenericShader(false);
7077                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7078                 GL_DepthMask(true);
7079                 GL_BlendFunc(GL_ONE, GL_ZERO);
7080                 GL_Color(0, 0, 0, 1);
7081                 GL_DepthTest(writedepth);
7082                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7083         }
7084         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7085         {
7086                 RSurf_SetupDepthAndCulling();
7087                 GL_AlphaTest(false);
7088                 R_Mesh_ColorPointer(NULL, 0, 0);
7089                 R_Mesh_ResetTextureState();
7090                 R_SetupGenericShader(false);
7091                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7092                 GL_DepthMask(true);
7093                 GL_BlendFunc(GL_ONE, GL_ZERO);
7094                 GL_DepthTest(true);
7095                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7096         }
7097         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7098                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7099         else if (!rsurface.texture->currentnumlayers)
7100                 return;
7101         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7102         {
7103                 // transparent surfaces get pushed off into the transparent queue
7104                 int surfacelistindex;
7105                 const msurface_t *surface;
7106                 vec3_t tempcenter, center;
7107                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7108                 {
7109                         surface = texturesurfacelist[surfacelistindex];
7110                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7111                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7112                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7113                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7114                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7115                 }
7116         }
7117         else
7118         {
7119                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7120                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7121         }
7122         CHECKGLERROR
7123 }
7124
7125 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7126 {
7127         int i, j;
7128         texture_t *texture;
7129         // break the surface list down into batches by texture and use of lightmapping
7130         for (i = 0;i < numsurfaces;i = j)
7131         {
7132                 j = i + 1;
7133                 // texture is the base texture pointer, rsurface.texture is the
7134                 // current frame/skin the texture is directing us to use (for example
7135                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7136                 // use skin 1 instead)
7137                 texture = surfacelist[i]->texture;
7138                 rsurface.texture = R_GetCurrentTexture(texture);
7139                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7140                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7141                 {
7142                         // if this texture is not the kind we want, skip ahead to the next one
7143                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7144                                 ;
7145                         continue;
7146                 }
7147                 // simply scan ahead until we find a different texture or lightmap state
7148                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7149                         ;
7150                 // render the range of surfaces
7151                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7152         }
7153 }
7154
7155 float locboxvertex3f[6*4*3] =
7156 {
7157         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7158         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7159         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7160         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7161         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7162         1,0,0, 0,0,0, 0,1,0, 1,1,0
7163 };
7164
7165 unsigned short locboxelements[6*2*3] =
7166 {
7167          0, 1, 2, 0, 2, 3,
7168          4, 5, 6, 4, 6, 7,
7169          8, 9,10, 8,10,11,
7170         12,13,14, 12,14,15,
7171         16,17,18, 16,18,19,
7172         20,21,22, 20,22,23
7173 };
7174
7175 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7176 {
7177         int i, j;
7178         cl_locnode_t *loc = (cl_locnode_t *)ent;
7179         vec3_t mins, size;
7180         float vertex3f[6*4*3];
7181         CHECKGLERROR
7182         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7183         GL_DepthMask(false);
7184         GL_DepthRange(0, 1);
7185         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7186         GL_DepthTest(true);
7187         GL_CullFace(GL_NONE);
7188         R_Mesh_Matrix(&identitymatrix);
7189
7190         R_Mesh_VertexPointer(vertex3f, 0, 0);
7191         R_Mesh_ColorPointer(NULL, 0, 0);
7192         R_Mesh_ResetTextureState();
7193         R_SetupGenericShader(false);
7194
7195         i = surfacelist[0];
7196         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7197                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7198                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7199                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7200
7201         if (VectorCompare(loc->mins, loc->maxs))
7202         {
7203                 VectorSet(size, 2, 2, 2);
7204                 VectorMA(loc->mins, -0.5f, size, mins);
7205         }
7206         else
7207         {
7208                 VectorCopy(loc->mins, mins);
7209                 VectorSubtract(loc->maxs, loc->mins, size);
7210         }
7211
7212         for (i = 0;i < 6*4*3;)
7213                 for (j = 0;j < 3;j++, i++)
7214                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7215
7216         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7217 }
7218
7219 void R_DrawLocs(void)
7220 {
7221         int index;
7222         cl_locnode_t *loc, *nearestloc;
7223         vec3_t center;
7224         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7225         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7226         {
7227                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7228                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7229         }
7230 }
7231
7232 void R_DrawDebugModel(entity_render_t *ent)
7233 {
7234         int i, j, k, l, flagsmask;
7235         const int *elements;
7236         q3mbrush_t *brush;
7237         msurface_t *surface;
7238         dp_model_t *model = ent->model;
7239         vec3_t v;
7240
7241         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7242
7243         R_Mesh_ColorPointer(NULL, 0, 0);
7244         R_Mesh_ResetTextureState();
7245         R_SetupGenericShader(false);
7246         GL_DepthRange(0, 1);
7247         GL_DepthTest(!r_showdisabledepthtest.integer);
7248         GL_DepthMask(false);
7249         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7250
7251         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7252         {
7253                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7254                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7255                 {
7256                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7257                         {
7258                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7259                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7260                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7261                         }
7262                 }
7263                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7264                 {
7265                         if (surface->num_collisiontriangles)
7266                         {
7267                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7268                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7269                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7270                         }
7271                 }
7272         }
7273
7274         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7275
7276         if (r_showtris.integer || r_shownormals.integer)
7277         {
7278                 if (r_showdisabledepthtest.integer)
7279                 {
7280                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7281                         GL_DepthMask(false);
7282                 }
7283                 else
7284                 {
7285                         GL_BlendFunc(GL_ONE, GL_ZERO);
7286                         GL_DepthMask(true);
7287                 }
7288                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7289                 {
7290                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7291                                 continue;
7292                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7293                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7294                         {
7295                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7296                                 if (r_showtris.value > 0)
7297                                 {
7298                                         if (!rsurface.texture->currentlayers->depthmask)
7299                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7300                                         else if (ent == r_refdef.scene.worldentity)
7301                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7302                                         else
7303                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7304                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7305                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7306                                         R_Mesh_ColorPointer(NULL, 0, 0);
7307                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7308                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7309                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7310                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7311                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7312                                         CHECKGLERROR
7313                                 }
7314                                 if (r_shownormals.value < 0)
7315                                 {
7316                                         qglBegin(GL_LINES);
7317                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7318                                         {
7319                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7320                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7321                                                 qglVertex3f(v[0], v[1], v[2]);
7322                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7323                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7324                                                 qglVertex3f(v[0], v[1], v[2]);
7325                                         }
7326                                         qglEnd();
7327                                         CHECKGLERROR
7328                                 }
7329                                 if (r_shownormals.value > 0)
7330                                 {
7331                                         qglBegin(GL_LINES);
7332                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7333                                         {
7334                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7335                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7336                                                 qglVertex3f(v[0], v[1], v[2]);
7337                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7338                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7339                                                 qglVertex3f(v[0], v[1], v[2]);
7340                                         }
7341                                         qglEnd();
7342                                         CHECKGLERROR
7343                                         qglBegin(GL_LINES);
7344                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7345                                         {
7346                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7347                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7348                                                 qglVertex3f(v[0], v[1], v[2]);
7349                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7350                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7351                                                 qglVertex3f(v[0], v[1], v[2]);
7352                                         }
7353                                         qglEnd();
7354                                         CHECKGLERROR
7355                                         qglBegin(GL_LINES);
7356                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7357                                         {
7358                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7359                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7360                                                 qglVertex3f(v[0], v[1], v[2]);
7361                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7362                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7363                                                 qglVertex3f(v[0], v[1], v[2]);
7364                                         }
7365                                         qglEnd();
7366                                         CHECKGLERROR
7367                                 }
7368                         }
7369                 }
7370                 rsurface.texture = NULL;
7371         }
7372 }
7373
7374 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7375 int r_maxsurfacelist = 0;
7376 msurface_t **r_surfacelist = NULL;
7377 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7378 {
7379         int i, j, endj, f, flagsmask;
7380         texture_t *t;
7381         dp_model_t *model = r_refdef.scene.worldmodel;
7382         msurface_t *surfaces;
7383         unsigned char *update;
7384         int numsurfacelist = 0;
7385         if (model == NULL)
7386                 return;
7387
7388         if (r_maxsurfacelist < model->num_surfaces)
7389         {
7390                 r_maxsurfacelist = model->num_surfaces;
7391                 if (r_surfacelist)
7392                         Mem_Free(r_surfacelist);
7393                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7394         }
7395
7396         RSurf_ActiveWorldEntity();
7397
7398         surfaces = model->data_surfaces;
7399         update = model->brushq1.lightmapupdateflags;
7400
7401         // update light styles on this submodel
7402         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7403         {
7404                 model_brush_lightstyleinfo_t *style;
7405                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7406                 {
7407                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7408                         {
7409                                 int *list = style->surfacelist;
7410                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7411                                 for (j = 0;j < style->numsurfaces;j++)
7412                                         update[list[j]] = true;
7413                         }
7414                 }
7415         }
7416
7417         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7418
7419         if (debug)
7420         {
7421                 R_DrawDebugModel(r_refdef.scene.worldentity);
7422                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7423                 return;
7424         }
7425
7426         f = 0;
7427         t = NULL;
7428         rsurface.uselightmaptexture = false;
7429         rsurface.texture = NULL;
7430         rsurface.rtlight = NULL;
7431         numsurfacelist = 0;
7432         // add visible surfaces to draw list
7433         for (i = 0;i < model->nummodelsurfaces;i++)
7434         {
7435                 j = model->sortedmodelsurfaces[i];
7436                 if (r_refdef.viewcache.world_surfacevisible[j])
7437                         r_surfacelist[numsurfacelist++] = surfaces + j;
7438         }
7439         // update lightmaps if needed
7440         if (update)
7441                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7442                         if (r_refdef.viewcache.world_surfacevisible[j])
7443                                 if (update[j])
7444                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7445         // don't do anything if there were no surfaces
7446         if (!numsurfacelist)
7447         {
7448                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7449                 return;
7450         }
7451         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7452         GL_AlphaTest(false);
7453
7454         // add to stats if desired
7455         if (r_speeds.integer && !skysurfaces && !depthonly)
7456         {
7457                 r_refdef.stats.world_surfaces += numsurfacelist;
7458                 for (j = 0;j < numsurfacelist;j++)
7459                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7460         }
7461         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7462 }
7463
7464 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7465 {
7466         int i, j, endj, f, flagsmask;
7467         texture_t *t;
7468         dp_model_t *model = ent->model;
7469         msurface_t *surfaces;
7470         unsigned char *update;
7471         int numsurfacelist = 0;
7472         if (model == NULL)
7473                 return;
7474
7475         if (r_maxsurfacelist < model->num_surfaces)
7476         {
7477                 r_maxsurfacelist = model->num_surfaces;
7478                 if (r_surfacelist)
7479                         Mem_Free(r_surfacelist);
7480                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7481         }
7482
7483         // if the model is static it doesn't matter what value we give for
7484         // wantnormals and wanttangents, so this logic uses only rules applicable
7485         // to a model, knowing that they are meaningless otherwise
7486         if (ent == r_refdef.scene.worldentity)
7487                 RSurf_ActiveWorldEntity();
7488         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7489                 RSurf_ActiveModelEntity(ent, false, false);
7490         else
7491                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7492
7493         surfaces = model->data_surfaces;
7494         update = model->brushq1.lightmapupdateflags;
7495
7496         // update light styles
7497         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7498         {
7499                 model_brush_lightstyleinfo_t *style;
7500                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7501                 {
7502                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7503                         {
7504                                 int *list = style->surfacelist;
7505                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7506                                 for (j = 0;j < style->numsurfaces;j++)
7507                                         update[list[j]] = true;
7508                         }
7509                 }
7510         }
7511
7512         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7513
7514         if (debug)
7515         {
7516                 R_DrawDebugModel(ent);
7517                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7518                 return;
7519         }
7520
7521         f = 0;
7522         t = NULL;
7523         rsurface.uselightmaptexture = false;
7524         rsurface.texture = NULL;
7525         rsurface.rtlight = NULL;
7526         numsurfacelist = 0;
7527         // add visible surfaces to draw list
7528         for (i = 0;i < model->nummodelsurfaces;i++)
7529                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7530         // don't do anything if there were no surfaces
7531         if (!numsurfacelist)
7532         {
7533                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7534                 return;
7535         }
7536         // update lightmaps if needed
7537         if (update)
7538                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7539                         if (update[j])
7540                                 R_BuildLightMap(ent, surfaces + j);
7541         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7542         GL_AlphaTest(false);
7543
7544         // add to stats if desired
7545         if (r_speeds.integer && !skysurfaces && !depthonly)
7546         {
7547                 r_refdef.stats.entities_surfaces += numsurfacelist;
7548                 for (j = 0;j < numsurfacelist;j++)
7549                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7550         }
7551         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7552 }