]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fixed several warnings that appear with -std=gnu99 -pedantic
[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 frame-by-frame alpha control {0 to 1} - 0.7 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage; requires r_motionblur to have a value"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "velocity at which there is minimum blur"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "velocity at which there is full blur"};
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_vtime = {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 the alpha level of the motion blur variable"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.01", "randomizing coefficient to fix ghosting"};
46 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
47
48 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"};
49 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
50 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
51 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
52 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)"};
53 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
54 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
55 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"};
56 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"};
57 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
58 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"};
59 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"};
60 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"};
61 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
62 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
63 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
64 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
65 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
66 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
67 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
68 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
69 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
70 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
71 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
72 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
73 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"};
74 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
75 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
76 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"};
77 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"};
78 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
79 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
80
81 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
82 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
83 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
84 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
85 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
86 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
87 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
88 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
89
90 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)"};
91
92 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
93 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)"};
94 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)"};
95 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
96 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
97 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
98 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
99 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)"};
100 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)"};
101 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)"};
102 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)"};
103 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)"};
104
105 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)"};
106 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
107 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"};
108 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
109 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
110
111 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
112 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
113 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
114 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
115
116 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
117 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
118 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
119 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
120 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
121 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
122 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
123
124 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
125 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
126 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
127 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)"};
128
129 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"};
130
131 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"};
132
133 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
134
135 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
136 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
137 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"};
138 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
139 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
140 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
141 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
142
143 extern cvar_t v_glslgamma;
144
145 extern qboolean v_flipped_state;
146
147 static struct r_bloomstate_s
148 {
149         qboolean enabled;
150         qboolean hdr;
151
152         int bloomwidth, bloomheight;
153
154         int screentexturewidth, screentextureheight;
155         rtexture_t *texture_screen; // also used for motion blur if enabled!
156
157         int bloomtexturewidth, bloomtextureheight;
158         rtexture_t *texture_bloom;
159
160         // arrays for rendering the screen passes
161         float screentexcoord2f[8];
162         float bloomtexcoord2f[8];
163         float offsettexcoord2f[8];
164 }
165 r_bloomstate;
166
167 r_waterstate_t r_waterstate;
168
169 // shadow volume bsp struct with automatically growing nodes buffer
170 svbsp_t r_svbsp;
171
172 rtexture_t *r_texture_blanknormalmap;
173 rtexture_t *r_texture_white;
174 rtexture_t *r_texture_grey128;
175 rtexture_t *r_texture_black;
176 rtexture_t *r_texture_notexture;
177 rtexture_t *r_texture_whitecube;
178 rtexture_t *r_texture_normalizationcube;
179 rtexture_t *r_texture_fogattenuation;
180 rtexture_t *r_texture_gammaramps;
181 unsigned int r_texture_gammaramps_serial;
182 //rtexture_t *r_texture_fogintensity;
183
184 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
185 unsigned int r_numqueries;
186 unsigned int r_maxqueries;
187
188 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
189 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
190
191 // vertex coordinates for a quad that covers the screen exactly
192 const static float r_screenvertex3f[12] =
193 {
194         0, 0, 0,
195         1, 0, 0,
196         1, 1, 0,
197         0, 1, 0
198 };
199
200 extern void R_DrawModelShadows(void);
201
202 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
203 {
204         int i;
205         for (i = 0;i < verts;i++)
206         {
207                 out[0] = in[0] * r;
208                 out[1] = in[1] * g;
209                 out[2] = in[2] * b;
210                 out[3] = in[3];
211                 in += 4;
212                 out += 4;
213         }
214 }
215
216 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
217 {
218         int i;
219         for (i = 0;i < verts;i++)
220         {
221                 out[0] = r;
222                 out[1] = g;
223                 out[2] = b;
224                 out[3] = a;
225                 out += 4;
226         }
227 }
228
229 // FIXME: move this to client?
230 void FOG_clear(void)
231 {
232         if (gamemode == GAME_NEHAHRA)
233         {
234                 Cvar_Set("gl_fogenable", "0");
235                 Cvar_Set("gl_fogdensity", "0.2");
236                 Cvar_Set("gl_fogred", "0.3");
237                 Cvar_Set("gl_foggreen", "0.3");
238                 Cvar_Set("gl_fogblue", "0.3");
239         }
240         r_refdef.fog_density = 0;
241         r_refdef.fog_red = 0;
242         r_refdef.fog_green = 0;
243         r_refdef.fog_blue = 0;
244         r_refdef.fog_alpha = 1;
245         r_refdef.fog_start = 0;
246         r_refdef.fog_end = 0;
247 }
248
249 float FogForDistance(vec_t dist)
250 {
251         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
252         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
253 }
254
255 float FogPoint_World(const vec3_t p)
256 {
257         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
258 }
259
260 float FogPoint_Model(const vec3_t p)
261 {
262         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
263 }
264
265 static void R_BuildBlankTextures(void)
266 {
267         unsigned char data[4];
268         data[2] = 128; // normal X
269         data[1] = 128; // normal Y
270         data[0] = 255; // normal Z
271         data[3] = 128; // height
272         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273         data[0] = 255;
274         data[1] = 255;
275         data[2] = 255;
276         data[3] = 255;
277         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
278         data[0] = 128;
279         data[1] = 128;
280         data[2] = 128;
281         data[3] = 255;
282         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 0;
284         data[1] = 0;
285         data[2] = 0;
286         data[3] = 255;
287         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 }
289
290 static void R_BuildNoTexture(void)
291 {
292         int x, y;
293         unsigned char pix[16][16][4];
294         // this makes a light grey/dark grey checkerboard texture
295         for (y = 0;y < 16;y++)
296         {
297                 for (x = 0;x < 16;x++)
298                 {
299                         if ((y < 8) ^ (x < 8))
300                         {
301                                 pix[y][x][0] = 128;
302                                 pix[y][x][1] = 128;
303                                 pix[y][x][2] = 128;
304                                 pix[y][x][3] = 255;
305                         }
306                         else
307                         {
308                                 pix[y][x][0] = 64;
309                                 pix[y][x][1] = 64;
310                                 pix[y][x][2] = 64;
311                                 pix[y][x][3] = 255;
312                         }
313                 }
314         }
315         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
316 }
317
318 static void R_BuildWhiteCube(void)
319 {
320         unsigned char data[6*1*1*4];
321         memset(data, 255, sizeof(data));
322         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
323 }
324
325 static void R_BuildNormalizationCube(void)
326 {
327         int x, y, side;
328         vec3_t v;
329         vec_t s, t, intensity;
330 #define NORMSIZE 64
331         unsigned char data[6][NORMSIZE][NORMSIZE][4];
332         for (side = 0;side < 6;side++)
333         {
334                 for (y = 0;y < NORMSIZE;y++)
335                 {
336                         for (x = 0;x < NORMSIZE;x++)
337                         {
338                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
339                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
340                                 switch(side)
341                                 {
342                                 default:
343                                 case 0:
344                                         v[0] = 1;
345                                         v[1] = -t;
346                                         v[2] = -s;
347                                         break;
348                                 case 1:
349                                         v[0] = -1;
350                                         v[1] = -t;
351                                         v[2] = s;
352                                         break;
353                                 case 2:
354                                         v[0] = s;
355                                         v[1] = 1;
356                                         v[2] = t;
357                                         break;
358                                 case 3:
359                                         v[0] = s;
360                                         v[1] = -1;
361                                         v[2] = -t;
362                                         break;
363                                 case 4:
364                                         v[0] = s;
365                                         v[1] = -t;
366                                         v[2] = 1;
367                                         break;
368                                 case 5:
369                                         v[0] = -s;
370                                         v[1] = -t;
371                                         v[2] = -1;
372                                         break;
373                                 }
374                                 intensity = 127.0f / sqrt(DotProduct(v, v));
375                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
376                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
378                                 data[side][y][x][3] = 255;
379                         }
380                 }
381         }
382         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
383 }
384
385 static void R_BuildFogTexture(void)
386 {
387         int x, b;
388 #define FOGWIDTH 256
389         unsigned char data1[FOGWIDTH][4];
390         //unsigned char data2[FOGWIDTH][4];
391         double d, r, alpha;
392
393         r_refdef.fogmasktable_start = r_refdef.fog_start;
394         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
395         r_refdef.fogmasktable_range = r_refdef.fogrange;
396         r_refdef.fogmasktable_density = r_refdef.fog_density;
397
398         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
399         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
400         {
401                 d = (x * r - r_refdef.fogmasktable_start);
402                 if(developer.integer >= 100)
403                         Con_Printf("%f ", d);
404                 d = max(0, d);
405                 if (r_fog_exp2.integer)
406                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
407                 else
408                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
409                 if(developer.integer >= 100)
410                         Con_Printf(" : %f ", alpha);
411                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
412                 if(developer.integer >= 100)
413                         Con_Printf(" = %f\n", alpha);
414                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
415         }
416
417         for (x = 0;x < FOGWIDTH;x++)
418         {
419                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
420                 data1[x][0] = b;
421                 data1[x][1] = b;
422                 data1[x][2] = b;
423                 data1[x][3] = 255;
424                 //data2[x][0] = 255 - b;
425                 //data2[x][1] = 255 - b;
426                 //data2[x][2] = 255 - b;
427                 //data2[x][3] = 255;
428         }
429         if (r_texture_fogattenuation)
430         {
431                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
432                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
433         }
434         else
435         {
436                 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);
437                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
438         }
439 }
440
441 static const char *builtinshaderstring =
442 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
443 "// written by Forest 'LordHavoc' Hale\n"
444 "\n"
445 "// common definitions between vertex shader and fragment shader:\n"
446 "\n"
447 "//#ifdef __GLSL_CG_DATA_TYPES\n"
448 "//# define myhalf half\n"
449 "//# define myhalf2 half2\n"
450 "//# define myhalf3 half3\n"
451 "//# define myhalf4 half4\n"
452 "//#else\n"
453 "# define myhalf float\n"
454 "# define myhalf2 vec2\n"
455 "# define myhalf3 vec3\n"
456 "# define myhalf4 vec4\n"
457 "//#endif\n"
458 "\n"
459 "#ifdef MODE_DEPTH_OR_SHADOW\n"
460 "\n"
461 "# ifdef VERTEX_SHADER\n"
462 "void main(void)\n"
463 "{\n"
464 "       gl_Position = ftransform();\n"
465 "}\n"
466 "# endif\n"
467 "\n"
468 "#else\n"
469 "\n"
470 "#ifdef MODE_POSTPROCESS\n"
471 "# ifdef VERTEX_SHADER\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_FrontColor = gl_Color;\n"
475 "       gl_Position = ftransform();\n"
476 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
477 "#ifdef USEGLOW\n"
478 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
479 "#endif\n"
480 "}\n"
481 "# endif\n"
482 "# ifdef FRAGMENT_SHADER\n"
483 "\n"
484 "uniform sampler2D Texture_First;\n"
485 "#ifdef USEGLOW\n"
486 "uniform sampler2D Texture_Second;\n"
487 "#endif\n"
488 "#ifdef USEGAMMARAMPS\n"
489 "uniform sampler2D Texture_GammaRamps;\n"
490 "#endif\n"
491 "#ifdef USESATURATION\n"
492 "uniform float Saturation;\n"
493 "#endif\n"
494 "#ifdef USEVERTEXTEXTUREBLEND\n"
495 "uniform vec4 TintColor;\n"
496 "#endif\n"
497 "#ifdef USECOLORMOD\n"
498 "uniform vec3 Gamma;\n"
499 "#endif\n"
500 "//uncomment these if you want to use them:\n"
501 "uniform vec4 UserVec1;\n"
502 "// uniform vec4 UserVec2;\n"
503 "// uniform vec4 UserVec3;\n"
504 "// uniform vec4 UserVec4;\n"
505 "// uniform float ClientTime;\n"
506 "uniform vec2 PixelSize;\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
510 "#ifdef USEGLOW\n"
511 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
512 "#endif\n"
513 "#ifdef USEVERTEXTEXTUREBLEND\n"
514 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
515 "#endif\n"
516 "\n"
517 "#ifdef USEPOSTPROCESSING\n"
518 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
519 "// 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"
520 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
521 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
522 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
523 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
524 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
525 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
526 "#endif\n"
527 "\n"
528 "#ifdef USESATURATION\n"
529 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
530 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
531 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
532 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
533 "#endif\n"
534 "\n"
535 "#ifdef USEGAMMARAMPS\n"
536 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
537 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
538 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
539 "#endif\n"
540 "}\n"
541 "# endif\n"
542 "\n"
543 "\n"
544 "#else\n"
545 "#ifdef MODE_GENERIC\n"
546 "# ifdef VERTEX_SHADER\n"
547 "void main(void)\n"
548 "{\n"
549 "       gl_FrontColor = gl_Color;\n"
550 "#  ifdef USEDIFFUSE\n"
551 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
552 "#  endif\n"
553 "#  ifdef USESPECULAR\n"
554 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
555 "#  endif\n"
556 "       gl_Position = ftransform();\n"
557 "}\n"
558 "# endif\n"
559 "# ifdef FRAGMENT_SHADER\n"
560 "\n"
561 "#  ifdef USEDIFFUSE\n"
562 "uniform sampler2D Texture_First;\n"
563 "#  endif\n"
564 "#  ifdef USESPECULAR\n"
565 "uniform sampler2D Texture_Second;\n"
566 "#  endif\n"
567 "\n"
568 "void main(void)\n"
569 "{\n"
570 "       gl_FragColor = gl_Color;\n"
571 "#  ifdef USEDIFFUSE\n"
572 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 "#  endif\n"
574 "\n"
575 "#  ifdef USESPECULAR\n"
576 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
577 "#  endif\n"
578 "#  ifdef USECOLORMAPPING\n"
579 "       gl_FragColor *= tex2;\n"
580 "#  endif\n"
581 "#  ifdef USEGLOW\n"
582 "       gl_FragColor += tex2;\n"
583 "#  endif\n"
584 "#  ifdef USEVERTEXTEXTUREBLEND\n"
585 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
586 "#  endif\n"
587 "}\n"
588 "# endif\n"
589 "\n"
590 "#else // !MODE_GENERIC\n"
591 "\n"
592 "varying vec2 TexCoord;\n"
593 "#ifdef USEVERTEXTEXTUREBLEND\n"
594 "varying vec2 TexCoord2;\n"
595 "#endif\n"
596 "varying vec2 TexCoordLightmap;\n"
597 "\n"
598 "#ifdef MODE_LIGHTSOURCE\n"
599 "varying vec3 CubeVector;\n"
600 "#endif\n"
601 "\n"
602 "#ifdef MODE_LIGHTSOURCE\n"
603 "varying vec3 LightVector;\n"
604 "#endif\n"
605 "#ifdef MODE_LIGHTDIRECTION\n"
606 "varying vec3 LightVector;\n"
607 "#endif\n"
608 "\n"
609 "varying vec3 EyeVector;\n"
610 "#ifdef USEFOG\n"
611 "varying vec3 EyeVectorModelSpace;\n"
612 "#endif\n"
613 "\n"
614 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
615 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
616 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
617 "\n"
618 "#ifdef MODE_WATER\n"
619 "varying vec4 ModelViewProjectionPosition;\n"
620 "#endif\n"
621 "#ifdef MODE_REFRACTION\n"
622 "varying vec4 ModelViewProjectionPosition;\n"
623 "#endif\n"
624 "#ifdef USEREFLECTION\n"
625 "varying vec4 ModelViewProjectionPosition;\n"
626 "#endif\n"
627 "\n"
628 "\n"
629 "\n"
630 "\n"
631 "\n"
632 "// vertex shader specific:\n"
633 "#ifdef VERTEX_SHADER\n"
634 "\n"
635 "uniform vec3 LightPosition;\n"
636 "uniform vec3 EyePosition;\n"
637 "uniform vec3 LightDir;\n"
638 "\n"
639 "// 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"
640 "\n"
641 "void main(void)\n"
642 "{\n"
643 "       gl_FrontColor = gl_Color;\n"
644 "       // copy the surface texcoord\n"
645 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
646 "#ifdef USEVERTEXTEXTUREBLEND\n"
647 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
648 "#endif\n"
649 "#ifndef MODE_LIGHTSOURCE\n"
650 "# ifndef MODE_LIGHTDIRECTION\n"
651 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
652 "# endif\n"
653 "#endif\n"
654 "\n"
655 "#ifdef MODE_LIGHTSOURCE\n"
656 "       // transform vertex position into light attenuation/cubemap space\n"
657 "       // (-1 to +1 across the light box)\n"
658 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
659 "\n"
660 "       // transform unnormalized light direction into tangent space\n"
661 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
662 "       //  normalize it per pixel)\n"
663 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
664 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
665 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
666 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
667 "#endif\n"
668 "\n"
669 "#ifdef MODE_LIGHTDIRECTION\n"
670 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
671 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
672 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
673 "#endif\n"
674 "\n"
675 "       // transform unnormalized eye direction into tangent space\n"
676 "#ifndef USEFOG\n"
677 "       vec3 EyeVectorModelSpace;\n"
678 "#endif\n"
679 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
680 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
681 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
682 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
683 "\n"
684 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
685 "       VectorS = gl_MultiTexCoord1.xyz;\n"
686 "       VectorT = gl_MultiTexCoord2.xyz;\n"
687 "       VectorR = gl_MultiTexCoord3.xyz;\n"
688 "#endif\n"
689 "\n"
690 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
691 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
692 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
693 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
694 "//#endif\n"
695 "\n"
696 "// transform vertex to camera space, using ftransform to match non-VS\n"
697 "       // rendering\n"
698 "       gl_Position = ftransform();\n"
699 "\n"
700 "#ifdef MODE_WATER\n"
701 "       ModelViewProjectionPosition = gl_Position;\n"
702 "#endif\n"
703 "#ifdef MODE_REFRACTION\n"
704 "       ModelViewProjectionPosition = gl_Position;\n"
705 "#endif\n"
706 "#ifdef USEREFLECTION\n"
707 "       ModelViewProjectionPosition = gl_Position;\n"
708 "#endif\n"
709 "}\n"
710 "\n"
711 "#endif // VERTEX_SHADER\n"
712 "\n"
713 "\n"
714 "\n"
715 "\n"
716 "// fragment shader specific:\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "\n"
719 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
720 "uniform sampler2D Texture_Normal;\n"
721 "uniform sampler2D Texture_Color;\n"
722 "uniform sampler2D Texture_Gloss;\n"
723 "uniform sampler2D Texture_Glow;\n"
724 "uniform sampler2D Texture_SecondaryNormal;\n"
725 "uniform sampler2D Texture_SecondaryColor;\n"
726 "uniform sampler2D Texture_SecondaryGloss;\n"
727 "uniform sampler2D Texture_SecondaryGlow;\n"
728 "uniform sampler2D Texture_Pants;\n"
729 "uniform sampler2D Texture_Shirt;\n"
730 "uniform sampler2D Texture_FogMask;\n"
731 "uniform sampler2D Texture_Lightmap;\n"
732 "uniform sampler2D Texture_Deluxemap;\n"
733 "uniform sampler2D Texture_Refraction;\n"
734 "uniform sampler2D Texture_Reflection;\n"
735 "uniform sampler2D Texture_Attenuation;\n"
736 "uniform samplerCube Texture_Cube;\n"
737 "\n"
738 "uniform myhalf3 LightColor;\n"
739 "uniform myhalf3 AmbientColor;\n"
740 "uniform myhalf3 DiffuseColor;\n"
741 "uniform myhalf3 SpecularColor;\n"
742 "uniform myhalf3 Color_Pants;\n"
743 "uniform myhalf3 Color_Shirt;\n"
744 "uniform myhalf3 FogColor;\n"
745 "\n"
746 "uniform myhalf4 TintColor;\n"
747 "\n"
748 "\n"
749 "//#ifdef MODE_WATER\n"
750 "uniform vec4 DistortScaleRefractReflect;\n"
751 "uniform vec4 ScreenScaleRefractReflect;\n"
752 "uniform vec4 ScreenCenterRefractReflect;\n"
753 "uniform myhalf4 RefractColor;\n"
754 "uniform myhalf4 ReflectColor;\n"
755 "uniform myhalf ReflectFactor;\n"
756 "uniform myhalf ReflectOffset;\n"
757 "//#else\n"
758 "//# ifdef MODE_REFRACTION\n"
759 "//uniform vec4 DistortScaleRefractReflect;\n"
760 "//uniform vec4 ScreenScaleRefractReflect;\n"
761 "//uniform vec4 ScreenCenterRefractReflect;\n"
762 "//uniform myhalf4 RefractColor;\n"
763 "//#  ifdef USEREFLECTION\n"
764 "//uniform myhalf4 ReflectColor;\n"
765 "//#  endif\n"
766 "//# else\n"
767 "//#  ifdef USEREFLECTION\n"
768 "//uniform vec4 DistortScaleRefractReflect;\n"
769 "//uniform vec4 ScreenScaleRefractReflect;\n"
770 "//uniform vec4 ScreenCenterRefractReflect;\n"
771 "//uniform myhalf4 ReflectColor;\n"
772 "//#  endif\n"
773 "//# endif\n"
774 "//#endif\n"
775 "\n"
776 "uniform myhalf GlowScale;\n"
777 "uniform myhalf SceneBrightness;\n"
778 "#ifdef USECONTRASTBOOST\n"
779 "uniform myhalf ContrastBoostCoeff;\n"
780 "#endif\n"
781 "\n"
782 "uniform float OffsetMapping_Scale;\n"
783 "uniform float OffsetMapping_Bias;\n"
784 "uniform float FogRangeRecip;\n"
785 "\n"
786 "uniform myhalf AmbientScale;\n"
787 "uniform myhalf DiffuseScale;\n"
788 "uniform myhalf SpecularScale;\n"
789 "uniform myhalf SpecularPower;\n"
790 "\n"
791 "#ifdef USEOFFSETMAPPING\n"
792 "vec2 OffsetMapping(vec2 TexCoord)\n"
793 "{\n"
794 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
795 "       // 14 sample relief mapping: linear search and then binary search\n"
796 "       // this basically steps forward a small amount repeatedly until it finds\n"
797 "       // itself inside solid, then jitters forward and back using decreasing\n"
798 "       // amounts to find the impact\n"
799 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
800 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
801 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
802 "       vec3 RT = vec3(TexCoord, 1);\n"
803 "       OffsetVector *= 0.1;\n"
804 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
805 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
814 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
815 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
816 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
817 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
818 "       return RT.xy;\n"
819 "#else\n"
820 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
821 "       // this basically moves forward the full distance, and then backs up based\n"
822 "       // on height of samples\n"
823 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
824 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
825 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
826 "       TexCoord += OffsetVector;\n"
827 "       OffsetVector *= 0.333;\n"
828 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
829 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
830 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 "       return TexCoord;\n"
832 "#endif\n"
833 "}\n"
834 "#endif // USEOFFSETMAPPING\n"
835 "\n"
836 "#ifdef MODE_WATER\n"
837 "\n"
838 "// water pass\n"
839 "void main(void)\n"
840 "{\n"
841 "#ifdef USEOFFSETMAPPING\n"
842 "       // apply offsetmapping\n"
843 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
844 "#define TexCoord TexCoordOffset\n"
845 "#endif\n"
846 "\n"
847 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
848 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
849 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
850 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
851 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
852 "}\n"
853 "\n"
854 "#else // !MODE_WATER\n"
855 "#ifdef MODE_REFRACTION\n"
856 "\n"
857 "// refraction pass\n"
858 "void main(void)\n"
859 "{\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "       // apply offsetmapping\n"
862 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
863 "#define TexCoord TexCoordOffset\n"
864 "#endif\n"
865 "\n"
866 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
867 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
868 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
869 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
870 "}\n"
871 "\n"
872 "#else // !MODE_REFRACTION\n"
873 "void main(void)\n"
874 "{\n"
875 "#ifdef USEOFFSETMAPPING\n"
876 "       // apply offsetmapping\n"
877 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
878 "#define TexCoord TexCoordOffset\n"
879 "#endif\n"
880 "\n"
881 "       // combine the diffuse textures (base, pants, shirt)\n"
882 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
883 "#ifdef USECOLORMAPPING\n"
884 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
885 "#endif\n"
886 "#ifdef USEVERTEXTEXTUREBLEND\n"
887 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
888 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
889 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
890 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
891 "       color.a = 1.0;\n"
892 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
893 "#endif\n"
894 "\n"
895 "#ifdef USEDIFFUSE\n"
896 "       // get the surface normal and the gloss color\n"
897 "# ifdef USEVERTEXTEXTUREBLEND\n"
898 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
899 "#  ifdef USESPECULAR\n"
900 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
901 "#  endif\n"
902 "# else\n"
903 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
904 "#  ifdef USESPECULAR\n"
905 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
906 "#  endif\n"
907 "# endif\n"
908 "#endif\n"
909 "\n"
910 "\n"
911 "\n"
912 "#ifdef MODE_LIGHTSOURCE\n"
913 "       // light source\n"
914 "\n"
915 "       // calculate surface normal, light normal, and specular normal\n"
916 "       // compute color intensity for the two textures (colormap and glossmap)\n"
917 "       // scale by light color and attenuation as efficiently as possible\n"
918 "       // (do as much scalar math as possible rather than vector math)\n"
919 "# ifdef USEDIFFUSE\n"
920 "       // get the light normal\n"
921 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
922 "# endif\n"
923 "# ifdef USESPECULAR\n"
924 "#  ifndef USEEXACTSPECULARMATH\n"
925 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
926 "\n"
927 "#  endif\n"
928 "       // calculate directional shading\n"
929 "#  ifdef USEEXACTSPECULARMATH\n"
930 "       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"
931 "#  else\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(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
933 "#  endif\n"
934 "# else\n"
935 "#  ifdef USEDIFFUSE\n"
936 "       // calculate directional shading\n"
937 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
938 "#  else\n"
939 "       // calculate directionless shading\n"
940 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
941 "#  endif\n"
942 "# endif\n"
943 "\n"
944 "# ifdef USECUBEFILTER\n"
945 "       // apply light cubemap filter\n"
946 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
947 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
948 "# endif\n"
949 "#endif // MODE_LIGHTSOURCE\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "#ifdef MODE_LIGHTDIRECTION\n"
955 "       // directional model lighting\n"
956 "# ifdef USEDIFFUSE\n"
957 "       // get the light normal\n"
958 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
959 "# endif\n"
960 "# ifdef USESPECULAR\n"
961 "       // calculate directional shading\n"
962 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
963 "#  ifdef USEEXACTSPECULARMATH\n"
964 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
965 "#  else\n"
966 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
967 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
968 "#  endif\n"
969 "# else\n"
970 "#  ifdef USEDIFFUSE\n"
971 "\n"
972 "       // calculate directional shading\n"
973 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
974 "#  else\n"
975 "       color.rgb *= AmbientColor;\n"
976 "#  endif\n"
977 "# endif\n"
978 "#endif // MODE_LIGHTDIRECTION\n"
979 "\n"
980 "\n"
981 "\n"
982 "\n"
983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
984 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
985 "\n"
986 "       // get the light normal\n"
987 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
988 "       myhalf3 diffusenormal;\n"
989 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
990 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
991 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
992 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
993 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
994 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
995 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
996 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
997 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
998 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
999 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1000 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1001 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1002 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1003 "# ifdef USESPECULAR\n"
1004 "#  ifdef USEEXACTSPECULARMATH\n"
1005 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1006 "#  else\n"
1007 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1008 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1009 "#  endif\n"
1010 "# endif\n"
1011 "\n"
1012 "       // apply lightmap color\n"
1013 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1014 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1015 "\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1020 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1021 "\n"
1022 "       // get the light normal\n"
1023 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1024 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1025 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1026 "# ifdef USESPECULAR\n"
1027 "#  ifdef USEEXACTSPECULARMATH\n"
1028 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1029 "#  else\n"
1030 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1031 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1032 "#  endif\n"
1033 "# endif\n"
1034 "\n"
1035 "       // apply lightmap color\n"
1036 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1037 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1038 "\n"
1039 "\n"
1040 "\n"
1041 "\n"
1042 "#ifdef MODE_LIGHTMAP\n"
1043 "       // apply lightmap color\n"
1044 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1045 "#endif // MODE_LIGHTMAP\n"
1046 "\n"
1047 "\n"
1048 "\n"
1049 "\n"
1050 "#ifdef MODE_VERTEXCOLOR\n"
1051 "       // apply lightmap color\n"
1052 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1053 "#endif // MODE_VERTEXCOLOR\n"
1054 "\n"
1055 "\n"
1056 "\n"
1057 "\n"
1058 "#ifdef MODE_FLATCOLOR\n"
1059 "#endif // MODE_FLATCOLOR\n"
1060 "\n"
1061 "\n"
1062 "\n"
1063 "\n"
1064 "\n"
1065 "\n"
1066 "\n"
1067 "       color *= TintColor;\n"
1068 "\n"
1069 "#ifdef USEGLOW\n"
1070 "#ifdef USEVERTEXTEXTUREBLEND\n"
1071 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1072 "#else\n"
1073 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1074 "#endif\n"
1075 "#endif\n"
1076 "\n"
1077 "#ifdef USECONTRASTBOOST\n"
1078 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1079 "#endif\n"
1080 "\n"
1081 "       color.rgb *= SceneBrightness;\n"
1082 "\n"
1083 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1084 "#ifdef USEFOG\n"
1085 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1086 "#endif\n"
1087 "\n"
1088 "       // 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"
1089 "#ifdef USEREFLECTION\n"
1090 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1091 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1092 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1093 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1094 "#endif\n"
1095 "\n"
1096 "       gl_FragColor = vec4(color);\n"
1097 "}\n"
1098 "#endif // !MODE_REFRACTION\n"
1099 "#endif // !MODE_WATER\n"
1100 "\n"
1101 "#endif // FRAGMENT_SHADER\n"
1102 "\n"
1103 "#endif // !MODE_GENERIC\n"
1104 "#endif // !MODE_POSTPROCESS\n"
1105 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1106 ;
1107
1108 typedef struct shaderpermutationinfo_s
1109 {
1110         const char *pretext;
1111         const char *name;
1112 }
1113 shaderpermutationinfo_t;
1114
1115 typedef struct shadermodeinfo_s
1116 {
1117         const char *vertexfilename;
1118         const char *geometryfilename;
1119         const char *fragmentfilename;
1120         const char *pretext;
1121         const char *name;
1122 }
1123 shadermodeinfo_t;
1124
1125 typedef enum shaderpermutation_e
1126 {
1127         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1128         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1129         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1130         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1131         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1132         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1133         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1134         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1135         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1136         SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1137         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1138         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1139         SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1140         SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1141         SHADERPERMUTATION_SATURATION = 1<<14, // user defined postprocessing
1142         SHADERPERMUTATION_LIMIT = 1<<15, // size of permutations array
1143         SHADERPERMUTATION_COUNT = 15 // size of shaderpermutationinfo array
1144 }
1145 shaderpermutation_t;
1146
1147 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1148 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1149 {
1150         {"#define USEDIFFUSE\n", " diffuse"},
1151         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1152         {"#define USECOLORMAPPING\n", " colormapping"},
1153         {"#define USECONTRASTBOOST\n", " contrastboost"},
1154         {"#define USEFOG\n", " fog"},
1155         {"#define USECUBEFILTER\n", " cubefilter"},
1156         {"#define USEGLOW\n", " glow"},
1157         {"#define USESPECULAR\n", " specular"},
1158         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1159         {"#define USEREFLECTION\n", " reflection"},
1160         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1161         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1162         {"#define USEGAMMARAMPS\n", " gammaramps"},
1163         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1164         {"#define USESATURATION\n", " saturation"},
1165 };
1166
1167 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1168 typedef enum shadermode_e
1169 {
1170         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1171         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1172         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1173         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1174         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1175         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1176         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1177         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1178         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1179         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1180         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1181         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1182         SHADERMODE_COUNT
1183 }
1184 shadermode_t;
1185
1186 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1187 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1188 {
1189         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1190         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1191         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1192         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1193         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1194         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1195         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1196         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1197         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1198         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1199         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1200         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1201 };
1202
1203 typedef struct r_glsl_permutation_s
1204 {
1205         // indicates if we have tried compiling this permutation already
1206         qboolean compiled;
1207         // 0 if compilation failed
1208         int program;
1209         // locations of detected uniforms in program object, or -1 if not found
1210         int loc_Texture_First;
1211         int loc_Texture_Second;
1212         int loc_Texture_GammaRamps;
1213         int loc_Texture_Normal;
1214         int loc_Texture_Color;
1215         int loc_Texture_Gloss;
1216         int loc_Texture_Glow;
1217         int loc_Texture_SecondaryNormal;
1218         int loc_Texture_SecondaryColor;
1219         int loc_Texture_SecondaryGloss;
1220         int loc_Texture_SecondaryGlow;
1221         int loc_Texture_Pants;
1222         int loc_Texture_Shirt;
1223         int loc_Texture_FogMask;
1224         int loc_Texture_Lightmap;
1225         int loc_Texture_Deluxemap;
1226         int loc_Texture_Attenuation;
1227         int loc_Texture_Cube;
1228         int loc_Texture_Refraction;
1229         int loc_Texture_Reflection;
1230         int loc_FogColor;
1231         int loc_LightPosition;
1232         int loc_EyePosition;
1233         int loc_Color_Pants;
1234         int loc_Color_Shirt;
1235         int loc_FogRangeRecip;
1236         int loc_AmbientScale;
1237         int loc_DiffuseScale;
1238         int loc_SpecularScale;
1239         int loc_SpecularPower;
1240         int loc_GlowScale;
1241         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1242         int loc_OffsetMapping_Scale;
1243         int loc_TintColor;
1244         int loc_AmbientColor;
1245         int loc_DiffuseColor;
1246         int loc_SpecularColor;
1247         int loc_LightDir;
1248         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1249         int loc_GammaCoeff; // 1 / gamma
1250         int loc_DistortScaleRefractReflect;
1251         int loc_ScreenScaleRefractReflect;
1252         int loc_ScreenCenterRefractReflect;
1253         int loc_RefractColor;
1254         int loc_ReflectColor;
1255         int loc_ReflectFactor;
1256         int loc_ReflectOffset;
1257         int loc_UserVec1;
1258         int loc_UserVec2;
1259         int loc_UserVec3;
1260         int loc_UserVec4;
1261         int loc_ClientTime;
1262         int loc_PixelSize;
1263         int loc_Saturation;
1264 }
1265 r_glsl_permutation_t;
1266
1267 // information about each possible shader permutation
1268 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1269 // currently selected permutation
1270 r_glsl_permutation_t *r_glsl_permutation;
1271
1272 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1273 {
1274         char *shaderstring;
1275         if (!filename || !filename[0])
1276                 return NULL;
1277         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1278         if (shaderstring)
1279         {
1280                 if (printfromdisknotice)
1281                         Con_DPrint("from disk... ");
1282                 return shaderstring;
1283         }
1284         else if (!strcmp(filename, "glsl/default.glsl"))
1285         {
1286                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1287                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1288         }
1289         return shaderstring;
1290 }
1291
1292 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1293 {
1294         int i;
1295         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1296         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1297         int vertstrings_count = 0;
1298         int geomstrings_count = 0;
1299         int fragstrings_count = 0;
1300         char *vertexstring, *geometrystring, *fragmentstring;
1301         const char *vertstrings_list[32+3];
1302         const char *geomstrings_list[32+3];
1303         const char *fragstrings_list[32+3];
1304         char permutationname[256];
1305
1306         if (p->compiled)
1307                 return;
1308         p->compiled = true;
1309         p->program = 0;
1310
1311         permutationname[0] = 0;
1312         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1313         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1314         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1315
1316         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1317
1318         // the first pretext is which type of shader to compile as
1319         // (later these will all be bound together as a program object)
1320         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1321         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1322         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1323
1324         // the second pretext is the mode (for example a light source)
1325         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1326         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1327         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1328         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1329
1330         // now add all the permutation pretexts
1331         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1332         {
1333                 if (permutation & (1<<i))
1334                 {
1335                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1336                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1337                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1338                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1339                 }
1340                 else
1341                 {
1342                         // keep line numbers correct
1343                         vertstrings_list[vertstrings_count++] = "\n";
1344                         geomstrings_list[geomstrings_count++] = "\n";
1345                         fragstrings_list[fragstrings_count++] = "\n";
1346                 }
1347         }
1348
1349         // now append the shader text itself
1350         vertstrings_list[vertstrings_count++] = vertexstring;
1351         geomstrings_list[geomstrings_count++] = geometrystring;
1352         fragstrings_list[fragstrings_count++] = fragmentstring;
1353
1354         // if any sources were NULL, clear the respective list
1355         if (!vertexstring)
1356                 vertstrings_count = 0;
1357         if (!geometrystring)
1358                 geomstrings_count = 0;
1359         if (!fragmentstring)
1360                 fragstrings_count = 0;
1361
1362         // compile the shader program
1363         if (vertstrings_count + geomstrings_count + fragstrings_count)
1364                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1365         if (p->program)
1366         {
1367                 CHECKGLERROR
1368                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1369                 // look up all the uniform variable names we care about, so we don't
1370                 // have to look them up every time we set them
1371                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1372                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1373                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1374                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1375                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1376                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1377                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1378                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1379                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1380                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1381                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1382                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1383                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1384                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1385                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1386                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1387                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1388                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1389                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1390                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1391                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1392                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1393                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1394                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1395                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1396                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1397                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1398                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1399                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1400                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1401                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1402                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1403                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1404                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1405                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1406                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1407                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1408                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1409                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1410                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1411                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1412                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1413                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1414                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1415                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1416                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1417                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1418                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1419                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1420                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1421                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1422                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1423                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1424                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1425                 // initialize the samplers to refer to the texture units we use
1426                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1427                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1428                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1429                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1430                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1431                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1432                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1433                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1434                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1435                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1436                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1437                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1438                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1439                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1440                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1441                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1442                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1443                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1444                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1445                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1446                 CHECKGLERROR
1447                 if (developer.integer)
1448                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1449         }
1450         else
1451                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1452
1453         // free the strings
1454         if (vertexstring)
1455                 Mem_Free(vertexstring);
1456         if (geometrystring)
1457                 Mem_Free(geometrystring);
1458         if (fragmentstring)
1459                 Mem_Free(fragmentstring);
1460 }
1461
1462 void R_GLSL_Restart_f(void)
1463 {
1464         unsigned int mode;
1465         unsigned int permutation;
1466         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1467                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1468                         if (r_glsl_permutations[mode][permutation].program)
1469                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1470         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1471 }
1472
1473 void R_GLSL_DumpShader_f(void)
1474 {
1475         int i;
1476
1477         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1478         if(!file)
1479         {
1480                 Con_Printf("failed to write to glsl/default.glsl\n");
1481                 return;
1482         }
1483
1484         FS_Print(file, "// The engine may define the following macros:\n");
1485         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1486         for (i = 0;i < SHADERMODE_COUNT;i++)
1487                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1488         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1489                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1490         FS_Print(file, "\n");
1491         FS_Print(file, builtinshaderstring);
1492         FS_Close(file);
1493
1494         Con_Printf("glsl/default.glsl written\n");
1495 }
1496
1497 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1498 {
1499         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1500         if (r_glsl_permutation != perm)
1501         {
1502                 r_glsl_permutation = perm;
1503                 if (!r_glsl_permutation->program)
1504                 {
1505                         if (!r_glsl_permutation->compiled)
1506                                 R_GLSL_CompilePermutation(mode, permutation);
1507                         if (!r_glsl_permutation->program)
1508                         {
1509                                 // remove features until we find a valid permutation
1510                                 int i;
1511                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1512                                 {
1513                                         // reduce i more quickly whenever it would not remove any bits
1514                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1515                                         if (!(permutation & j))
1516                                                 continue;
1517                                         permutation -= j;
1518                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1519                                         if (!r_glsl_permutation->compiled)
1520                                                 R_GLSL_CompilePermutation(mode, permutation);
1521                                         if (r_glsl_permutation->program)
1522                                                 break;
1523                                 }
1524                                 if (i >= SHADERPERMUTATION_COUNT)
1525                                 {
1526                                         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");
1527                                         Cvar_SetValueQuick(&r_glsl, 0);
1528                                         R_GLSL_Restart_f(); // unload shaders
1529                                         return; // no bit left to clear
1530                                 }
1531                         }
1532                 }
1533                 CHECKGLERROR
1534                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1535         }
1536 }
1537
1538 void R_SetupGenericShader(qboolean usetexture)
1539 {
1540         if (gl_support_fragment_shader)
1541         {
1542                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1543                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1544                 else if (r_glsl_permutation)
1545                 {
1546                         r_glsl_permutation = NULL;
1547                         qglUseProgramObjectARB(0);CHECKGLERROR
1548                 }
1549         }
1550 }
1551
1552 void R_SetupGenericTwoTextureShader(int texturemode)
1553 {
1554         if (gl_support_fragment_shader)
1555         {
1556                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1557                         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))));
1558                 else if (r_glsl_permutation)
1559                 {
1560                         r_glsl_permutation = NULL;
1561                         qglUseProgramObjectARB(0);CHECKGLERROR
1562                 }
1563         }
1564         if (!r_glsl_permutation)
1565         {
1566                 if (texturemode == GL_DECAL && gl_combine.integer)
1567                         texturemode = GL_INTERPOLATE_ARB;
1568                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1569         }
1570 }
1571
1572 void R_SetupDepthOrShadowShader(void)
1573 {
1574         if (gl_support_fragment_shader)
1575         {
1576                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1577                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1578                 else if (r_glsl_permutation)
1579                 {
1580                         r_glsl_permutation = NULL;
1581                         qglUseProgramObjectARB(0);CHECKGLERROR
1582                 }
1583         }
1584 }
1585
1586 extern rtexture_t *r_shadow_attenuationgradienttexture;
1587 extern rtexture_t *r_shadow_attenuation2dtexture;
1588 extern rtexture_t *r_shadow_attenuation3dtexture;
1589 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1590 {
1591         // select a permutation of the lighting shader appropriate to this
1592         // combination of texture, entity, light source, and fogging, only use the
1593         // minimum features necessary to avoid wasting rendering time in the
1594         // fragment shader on features that are not being used
1595         unsigned int permutation = 0;
1596         unsigned int mode = 0;
1597         // TODO: implement geometry-shader based shadow volumes someday
1598         if (r_glsl_offsetmapping.integer)
1599         {
1600                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1601                 if (r_glsl_offsetmapping_reliefmapping.integer)
1602                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1603         }
1604         if (rsurfacepass == RSURFPASS_BACKGROUND)
1605         {
1606                 // distorted background
1607                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1608                         mode = SHADERMODE_WATER;
1609                 else
1610                         mode = SHADERMODE_REFRACTION;
1611         }
1612         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1613         {
1614                 // light source
1615                 mode = SHADERMODE_LIGHTSOURCE;
1616                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1617                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1618                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1619                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1620                 if (diffusescale > 0)
1621                         permutation |= SHADERPERMUTATION_DIFFUSE;
1622                 if (specularscale > 0)
1623                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624                 if (r_refdef.fogenabled)
1625                         permutation |= SHADERPERMUTATION_FOG;
1626                 if (rsurface.texture->colormapping)
1627                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1628                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1629                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1630         }
1631         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1632         {
1633                 // unshaded geometry (fullbright or ambient model lighting)
1634                 mode = SHADERMODE_FLATCOLOR;
1635                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1636                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1637                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1638                         permutation |= SHADERPERMUTATION_GLOW;
1639                 if (r_refdef.fogenabled)
1640                         permutation |= SHADERPERMUTATION_FOG;
1641                 if (rsurface.texture->colormapping)
1642                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1643                 if (r_glsl_offsetmapping.integer)
1644                 {
1645                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1646                         if (r_glsl_offsetmapping_reliefmapping.integer)
1647                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1648                 }
1649                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1650                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1651                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1652                         permutation |= SHADERPERMUTATION_REFLECTION;
1653         }
1654         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1655         {
1656                 // directional model lighting
1657                 mode = SHADERMODE_LIGHTDIRECTION;
1658                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1659                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1660                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1661                         permutation |= SHADERPERMUTATION_GLOW;
1662                 permutation |= SHADERPERMUTATION_DIFFUSE;
1663                 if (specularscale > 0)
1664                         permutation |= SHADERPERMUTATION_SPECULAR;
1665                 if (r_refdef.fogenabled)
1666                         permutation |= SHADERPERMUTATION_FOG;
1667                 if (rsurface.texture->colormapping)
1668                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1669                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1670                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1671                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1672                         permutation |= SHADERPERMUTATION_REFLECTION;
1673         }
1674         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1675         {
1676                 // ambient model lighting
1677                 mode = SHADERMODE_LIGHTDIRECTION;
1678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1680                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1681                         permutation |= SHADERPERMUTATION_GLOW;
1682                 if (r_refdef.fogenabled)
1683                         permutation |= SHADERPERMUTATION_FOG;
1684                 if (rsurface.texture->colormapping)
1685                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1686                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1687                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1688                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1689                         permutation |= SHADERPERMUTATION_REFLECTION;
1690         }
1691         else
1692         {
1693                 // lightmapped wall
1694                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1695                 {
1696                         // deluxemapping (light direction texture)
1697                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1698                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1699                         else
1700                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1701                         permutation |= SHADERPERMUTATION_DIFFUSE;
1702                         if (specularscale > 0)
1703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1704                 }
1705                 else if (r_glsl_deluxemapping.integer >= 2)
1706                 {
1707                         // fake deluxemapping (uniform light direction in tangentspace)
1708                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1709                         permutation |= SHADERPERMUTATION_DIFFUSE;
1710                         if (specularscale > 0)
1711                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1712                 }
1713                 else if (rsurface.uselightmaptexture)
1714                 {
1715                         // ordinary lightmapping (q1bsp, q3bsp)
1716                         mode = SHADERMODE_LIGHTMAP;
1717                 }
1718                 else
1719                 {
1720                         // ordinary vertex coloring (q3bsp)
1721                         mode = SHADERMODE_VERTEXCOLOR;
1722                 }
1723                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1724                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1725                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1726                         permutation |= SHADERPERMUTATION_GLOW;
1727                 if (r_refdef.fogenabled)
1728                         permutation |= SHADERPERMUTATION_FOG;
1729                 if (rsurface.texture->colormapping)
1730                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1731                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1732                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1733                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1734                         permutation |= SHADERPERMUTATION_REFLECTION;
1735         }
1736         if(permutation & SHADERPERMUTATION_SPECULAR)
1737                 if(r_shadow_glossexact.integer)
1738                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1739         R_SetupShader_SetPermutation(mode, permutation);
1740         if (mode == SHADERMODE_LIGHTSOURCE)
1741         {
1742                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1743                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1744                 {
1745                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1746                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1747                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1748                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1749                 }
1750                 else
1751                 {
1752                         // ambient only is simpler
1753                         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]);
1754                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1755                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1756                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1757                 }
1758                 // additive passes are only darkened by fog, not tinted
1759                 if (r_glsl_permutation->loc_FogColor >= 0)
1760                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1761         }
1762         else
1763         {
1764                 if (mode == SHADERMODE_LIGHTDIRECTION)
1765                 {
1766                         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);
1767                         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);
1768                         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);
1769                         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]);
1770                 }
1771                 else
1772                 {
1773                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1774                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1775                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1776                 }
1777                 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]);
1778                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1779                 // additive passes are only darkened by fog, not tinted
1780                 if (r_glsl_permutation->loc_FogColor >= 0)
1781                 {
1782                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1783                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1784                         else
1785                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1786                 }
1787                 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);
1788                 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]);
1789                 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]);
1790                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1791                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1792                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1793                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1794         }
1795         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1796         {
1797                 // The formula used is actually:
1798                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1799                 //   color.rgb *= SceneBrightness;
1800                 // simplified:
1801                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1802                 // and do [[calculations]] here in the engine
1803                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1804                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1805         }
1806         else
1807                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1808         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1809         if (r_glsl_permutation->loc_Color_Pants >= 0)
1810         {
1811                 if (rsurface.texture->currentskinframe->pants)
1812                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1813                 else
1814                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1815         }
1816         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1817         {
1818                 if (rsurface.texture->currentskinframe->shirt)
1819                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1820                 else
1821                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1822         }
1823         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1824         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1825         {
1826                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1827         }
1828         else
1829         {
1830                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1831         }
1832         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1833         CHECKGLERROR
1834 }
1835
1836 #define SKINFRAME_HASH 1024
1837
1838 typedef struct
1839 {
1840         int loadsequence; // incremented each level change
1841         memexpandablearray_t array;
1842         skinframe_t *hash[SKINFRAME_HASH];
1843 }
1844 r_skinframe_t;
1845 r_skinframe_t r_skinframe;
1846
1847 void R_SkinFrame_PrepareForPurge(void)
1848 {
1849         r_skinframe.loadsequence++;
1850         // wrap it without hitting zero
1851         if (r_skinframe.loadsequence >= 200)
1852                 r_skinframe.loadsequence = 1;
1853 }
1854
1855 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1856 {
1857         if (!skinframe)
1858                 return;
1859         // mark the skinframe as used for the purging code
1860         skinframe->loadsequence = r_skinframe.loadsequence;
1861 }
1862
1863 void R_SkinFrame_Purge(void)
1864 {
1865         int i;
1866         skinframe_t *s;
1867         for (i = 0;i < SKINFRAME_HASH;i++)
1868         {
1869                 for (s = r_skinframe.hash[i];s;s = s->next)
1870                 {
1871                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1872                         {
1873                                 if (s->merged == s->base)
1874                                         s->merged = NULL;
1875                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1876                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1877                                 R_PurgeTexture(s->merged);s->merged = NULL;
1878                                 R_PurgeTexture(s->base  );s->base   = NULL;
1879                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1880                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1881                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1882                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1883                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1884                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1885                                 s->loadsequence = 0;
1886                         }
1887                 }
1888         }
1889 }
1890
1891 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1892         skinframe_t *item;
1893         char basename[MAX_QPATH];
1894
1895         Image_StripImageExtension(name, basename, sizeof(basename));
1896
1897         if( last == NULL ) {
1898                 int hashindex;
1899                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1900                 item = r_skinframe.hash[hashindex];
1901         } else {
1902                 item = last->next;
1903         }
1904
1905         // linearly search through the hash bucket
1906         for( ; item ; item = item->next ) {
1907                 if( !strcmp( item->basename, basename ) ) {
1908                         return item;
1909                 }
1910         }
1911         return NULL;
1912 }
1913
1914 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1915 {
1916         skinframe_t *item;
1917         int hashindex;
1918         char basename[MAX_QPATH];
1919
1920         Image_StripImageExtension(name, basename, sizeof(basename));
1921
1922         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1923         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1924                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1925                         break;
1926
1927         if (!item) {
1928                 rtexture_t *dyntexture;
1929                 // check whether its a dynamic texture
1930                 dyntexture = CL_GetDynTexture( basename );
1931                 if (!add && !dyntexture)
1932                         return NULL;
1933                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1934                 memset(item, 0, sizeof(*item));
1935                 strlcpy(item->basename, basename, sizeof(item->basename));
1936                 item->base = dyntexture; // either NULL or dyntexture handle
1937                 item->textureflags = textureflags;
1938                 item->comparewidth = comparewidth;
1939                 item->compareheight = compareheight;
1940                 item->comparecrc = comparecrc;
1941                 item->next = r_skinframe.hash[hashindex];
1942                 r_skinframe.hash[hashindex] = item;
1943         }
1944         else if( item->base == NULL )
1945         {
1946                 rtexture_t *dyntexture;
1947                 // check whether its a dynamic texture
1948                 // 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]
1949                 dyntexture = CL_GetDynTexture( basename );
1950                 item->base = dyntexture; // either NULL or dyntexture handle
1951         }
1952
1953         R_SkinFrame_MarkUsed(item);
1954         return item;
1955 }
1956
1957 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1958         { \
1959                 unsigned long long avgcolor[5], wsum; \
1960                 int pix, comp, w; \
1961                 avgcolor[0] = 0; \
1962                 avgcolor[1] = 0; \
1963                 avgcolor[2] = 0; \
1964                 avgcolor[3] = 0; \
1965                 avgcolor[4] = 0; \
1966                 wsum = 0; \
1967                 for(pix = 0; pix < cnt; ++pix) \
1968                 { \
1969                         w = 0; \
1970                         for(comp = 0; comp < 3; ++comp) \
1971                                 w += getpixel; \
1972                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1973                         { \
1974                                 ++wsum; \
1975                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1976                                 w = getpixel; \
1977                                 for(comp = 0; comp < 3; ++comp) \
1978                                         avgcolor[comp] += getpixel * w; \
1979                                 avgcolor[3] += w; \
1980                         } \
1981                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1982                         avgcolor[4] += getpixel; \
1983                 } \
1984                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1985                         avgcolor[3] = 1; \
1986                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1987                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1988                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1989                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1990         }
1991
1992 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1993 {
1994         // FIXME: it should be possible to disable loading various layers using
1995         // cvars, to prevent wasted loading time and memory usage if the user does
1996         // not want them
1997         qboolean loadnormalmap = true;
1998         qboolean loadgloss = true;
1999         qboolean loadpantsandshirt = true;
2000         qboolean loadglow = true;
2001         int j;
2002         unsigned char *pixels;
2003         unsigned char *bumppixels;
2004         unsigned char *basepixels = NULL;
2005         int basepixels_width;
2006         int basepixels_height;
2007         skinframe_t *skinframe;
2008
2009         *has_alpha = false;
2010
2011         if (cls.state == ca_dedicated)
2012                 return NULL;
2013
2014         // return an existing skinframe if already loaded
2015         // if loading of the first image fails, don't make a new skinframe as it
2016         // would cause all future lookups of this to be missing
2017         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2018         if (skinframe && skinframe->base)
2019                 return skinframe;
2020
2021         basepixels = loadimagepixelsbgra(name, complain, true);
2022         if (basepixels == NULL)
2023                 return NULL;
2024
2025         if (developer_loading.integer)
2026                 Con_Printf("loading skin \"%s\"\n", name);
2027
2028         // we've got some pixels to store, so really allocate this new texture now
2029         if (!skinframe)
2030                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2031         skinframe->stain = NULL;
2032         skinframe->merged = NULL;
2033         skinframe->base = r_texture_notexture;
2034         skinframe->pants = NULL;
2035         skinframe->shirt = NULL;
2036         skinframe->nmap = r_texture_blanknormalmap;
2037         skinframe->gloss = NULL;
2038         skinframe->glow = NULL;
2039         skinframe->fog = NULL;
2040
2041         basepixels_width = image_width;
2042         basepixels_height = image_height;
2043         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);
2044
2045         if (textureflags & TEXF_ALPHA)
2046         {
2047                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2048                         if (basepixels[j] < 255)
2049                                 break;
2050                 if (j < basepixels_width * basepixels_height * 4)
2051                 {
2052                         // has transparent pixels
2053                         *has_alpha = true;
2054                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2055                         for (j = 0;j < image_width * image_height * 4;j += 4)
2056                         {
2057                                 pixels[j+0] = 255;
2058                                 pixels[j+1] = 255;
2059                                 pixels[j+2] = 255;
2060                                 pixels[j+3] = basepixels[j+3];
2061                         }
2062                         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);
2063                         Mem_Free(pixels);
2064                 }
2065         }
2066
2067         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2068         //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]);
2069
2070         // _norm is the name used by tenebrae and has been adopted as standard
2071         if (loadnormalmap)
2072         {
2073                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2074                 {
2075                         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);
2076                         Mem_Free(pixels);
2077                         pixels = NULL;
2078                 }
2079                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2080                 {
2081                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2082                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2083                         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);
2084                         Mem_Free(pixels);
2085                         Mem_Free(bumppixels);
2086                 }
2087                 else if (r_shadow_bumpscale_basetexture.value > 0)
2088                 {
2089                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2090                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2091                         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);
2092                         Mem_Free(pixels);
2093                 }
2094         }
2095         // _luma is supported for tenebrae compatibility
2096         // (I think it's a very stupid name, but oh well)
2097         // _glow is the preferred name
2098         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;}
2099         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;}
2100         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;}
2101         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;}
2102
2103         if (basepixels)
2104                 Mem_Free(basepixels);
2105
2106         return skinframe;
2107 }
2108
2109 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2110 {
2111         qboolean has_alpha;
2112         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2113 }
2114
2115 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)
2116 {
2117         int i;
2118         if (!force)
2119         {
2120                 for (i = 0;i < width*height;i++)
2121                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2122                                 break;
2123                 if (i == width*height)
2124                         return NULL;
2125         }
2126         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2127 }
2128
2129 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2130 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2131 {
2132         int i;
2133         unsigned char *temp1, *temp2;
2134         skinframe_t *skinframe;
2135
2136         if (cls.state == ca_dedicated)
2137                 return NULL;
2138
2139         // if already loaded just return it, otherwise make a new skinframe
2140         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2141         if (skinframe && skinframe->base)
2142                 return skinframe;
2143
2144         skinframe->stain = NULL;
2145         skinframe->merged = NULL;
2146         skinframe->base = r_texture_notexture;
2147         skinframe->pants = NULL;
2148         skinframe->shirt = NULL;
2149         skinframe->nmap = r_texture_blanknormalmap;
2150         skinframe->gloss = NULL;
2151         skinframe->glow = NULL;
2152         skinframe->fog = NULL;
2153
2154         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2155         if (!skindata)
2156                 return NULL;
2157
2158         if (developer_loading.integer)
2159                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2160
2161         if (r_shadow_bumpscale_basetexture.value > 0)
2162         {
2163                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2164                 temp2 = temp1 + width * height * 4;
2165                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2166                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2167                 Mem_Free(temp1);
2168         }
2169         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2170         if (textureflags & TEXF_ALPHA)
2171         {
2172                 for (i = 3;i < width * height * 4;i += 4)
2173                         if (skindata[i] < 255)
2174                                 break;
2175                 if (i < width * height * 4)
2176                 {
2177                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2178                         memcpy(fogpixels, skindata, width * height * 4);
2179                         for (i = 0;i < width * height * 4;i += 4)
2180                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2181                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2182                         Mem_Free(fogpixels);
2183                 }
2184         }
2185
2186         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2187         //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]);
2188
2189         return skinframe;
2190 }
2191
2192 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2193 {
2194         int i;
2195         unsigned char *temp1, *temp2;
2196         unsigned int *palette;
2197         skinframe_t *skinframe;
2198
2199         if (cls.state == ca_dedicated)
2200                 return NULL;
2201
2202         // if already loaded just return it, otherwise make a new skinframe
2203         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2204         if (skinframe && skinframe->base)
2205                 return skinframe;
2206
2207         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2208
2209         skinframe->stain = NULL;
2210         skinframe->merged = NULL;
2211         skinframe->base = r_texture_notexture;
2212         skinframe->pants = NULL;
2213         skinframe->shirt = NULL;
2214         skinframe->nmap = r_texture_blanknormalmap;
2215         skinframe->gloss = NULL;
2216         skinframe->glow = NULL;
2217         skinframe->fog = NULL;
2218
2219         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2220         if (!skindata)
2221                 return NULL;
2222
2223         if (developer_loading.integer)
2224                 Con_Printf("loading quake skin \"%s\"\n", name);
2225
2226         if (r_shadow_bumpscale_basetexture.value > 0)
2227         {
2228                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2229                 temp2 = temp1 + width * height * 4;
2230                 // use either a custom palette or the quake palette
2231                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2232                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2233                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2234                 Mem_Free(temp1);
2235         }
2236         // use either a custom palette, or the quake palette
2237         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2238         if (loadglowtexture)
2239                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2240         if (loadpantsandshirt)
2241         {
2242                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2243                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2244         }
2245         if (skinframe->pants || skinframe->shirt)
2246                 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
2247         if (textureflags & TEXF_ALPHA)
2248         {
2249                 for (i = 0;i < width * height;i++)
2250                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2251                                 break;
2252                 if (i < width * height)
2253                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2254         }
2255
2256         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2257         //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]);
2258
2259         return skinframe;
2260 }
2261
2262 skinframe_t *R_SkinFrame_LoadMissing(void)
2263 {
2264         skinframe_t *skinframe;
2265
2266         if (cls.state == ca_dedicated)
2267                 return NULL;
2268
2269         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2270         skinframe->stain = NULL;
2271         skinframe->merged = NULL;
2272         skinframe->base = r_texture_notexture;
2273         skinframe->pants = NULL;
2274         skinframe->shirt = NULL;
2275         skinframe->nmap = r_texture_blanknormalmap;
2276         skinframe->gloss = NULL;
2277         skinframe->glow = NULL;
2278         skinframe->fog = NULL;
2279
2280         skinframe->avgcolor[0] = rand() / RAND_MAX;
2281         skinframe->avgcolor[1] = rand() / RAND_MAX;
2282         skinframe->avgcolor[2] = rand() / RAND_MAX;
2283         skinframe->avgcolor[3] = 1;
2284
2285         return skinframe;
2286 }
2287
2288 void gl_main_start(void)
2289 {
2290         r_numqueries = 0;
2291         r_maxqueries = 0;
2292         memset(r_queries, 0, sizeof(r_queries));
2293
2294         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2295         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2296
2297         // set up r_skinframe loading system for textures
2298         memset(&r_skinframe, 0, sizeof(r_skinframe));
2299         r_skinframe.loadsequence = 1;
2300         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2301
2302         r_main_texturepool = R_AllocTexturePool();
2303         R_BuildBlankTextures();
2304         R_BuildNoTexture();
2305         if (gl_texturecubemap)
2306         {
2307                 R_BuildWhiteCube();
2308                 R_BuildNormalizationCube();
2309         }
2310         r_texture_fogattenuation = NULL;
2311         r_texture_gammaramps = NULL;
2312         //r_texture_fogintensity = NULL;
2313         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2314         memset(&r_waterstate, 0, sizeof(r_waterstate));
2315         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2316         memset(&r_svbsp, 0, sizeof (r_svbsp));
2317
2318         r_refdef.fogmasktable_density = 0;
2319 }
2320
2321 extern rtexture_t *loadingscreentexture;
2322 void gl_main_shutdown(void)
2323 {
2324         if (r_maxqueries)
2325                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2326
2327         r_numqueries = 0;
2328         r_maxqueries = 0;
2329         memset(r_queries, 0, sizeof(r_queries));
2330
2331         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2332         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2333
2334         // clear out the r_skinframe state
2335         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2336         memset(&r_skinframe, 0, sizeof(r_skinframe));
2337
2338         if (r_svbsp.nodes)
2339                 Mem_Free(r_svbsp.nodes);
2340         memset(&r_svbsp, 0, sizeof (r_svbsp));
2341         R_FreeTexturePool(&r_main_texturepool);
2342         loadingscreentexture = NULL;
2343         r_texture_blanknormalmap = NULL;
2344         r_texture_white = NULL;
2345         r_texture_grey128 = NULL;
2346         r_texture_black = NULL;
2347         r_texture_whitecube = NULL;
2348         r_texture_normalizationcube = NULL;
2349         r_texture_fogattenuation = NULL;
2350         r_texture_gammaramps = NULL;
2351         //r_texture_fogintensity = NULL;
2352         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2353         memset(&r_waterstate, 0, sizeof(r_waterstate));
2354         R_GLSL_Restart_f();
2355 }
2356
2357 extern void CL_ParseEntityLump(char *entitystring);
2358 void gl_main_newmap(void)
2359 {
2360         // FIXME: move this code to client
2361         int l;
2362         char *entities, entname[MAX_QPATH];
2363         if (cl.worldmodel)
2364         {
2365                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2366                 l = (int)strlen(entname) - 4;
2367                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2368                 {
2369                         memcpy(entname + l, ".ent", 5);
2370                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2371                         {
2372                                 CL_ParseEntityLump(entities);
2373                                 Mem_Free(entities);
2374                                 return;
2375                         }
2376                 }
2377                 if (cl.worldmodel->brush.entities)
2378                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2379         }
2380 }
2381
2382 void GL_Main_Init(void)
2383 {
2384         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2385
2386         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2387         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2388         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2389         if (gamemode == GAME_NEHAHRA)
2390         {
2391                 Cvar_RegisterVariable (&gl_fogenable);
2392                 Cvar_RegisterVariable (&gl_fogdensity);
2393                 Cvar_RegisterVariable (&gl_fogred);
2394                 Cvar_RegisterVariable (&gl_foggreen);
2395                 Cvar_RegisterVariable (&gl_fogblue);
2396                 Cvar_RegisterVariable (&gl_fogstart);
2397                 Cvar_RegisterVariable (&gl_fogend);
2398                 Cvar_RegisterVariable (&gl_skyclip);
2399         }
2400         Cvar_RegisterVariable(&r_motionblur);
2401         Cvar_RegisterVariable(&r_motionblur_maxblur);
2402         Cvar_RegisterVariable(&r_motionblur_bmin);
2403         Cvar_RegisterVariable(&r_motionblur_vmin);
2404         Cvar_RegisterVariable(&r_motionblur_vmax);
2405         Cvar_RegisterVariable(&r_motionblur_vtime);
2406         Cvar_RegisterVariable(&r_motionblur_randomize);
2407         Cvar_RegisterVariable(&r_damageblur);
2408         Cvar_RegisterVariable(&r_motionblur_debug);
2409         Cvar_RegisterVariable(&r_depthfirst);
2410         Cvar_RegisterVariable(&r_useinfinitefarclip);
2411         Cvar_RegisterVariable(&r_nearclip);
2412         Cvar_RegisterVariable(&r_showbboxes);
2413         Cvar_RegisterVariable(&r_showsurfaces);
2414         Cvar_RegisterVariable(&r_showtris);
2415         Cvar_RegisterVariable(&r_shownormals);
2416         Cvar_RegisterVariable(&r_showlighting);
2417         Cvar_RegisterVariable(&r_showshadowvolumes);
2418         Cvar_RegisterVariable(&r_showcollisionbrushes);
2419         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2420         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2421         Cvar_RegisterVariable(&r_showdisabledepthtest);
2422         Cvar_RegisterVariable(&r_drawportals);
2423         Cvar_RegisterVariable(&r_drawentities);
2424         Cvar_RegisterVariable(&r_cullentities_trace);
2425         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2426         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2427         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2428         Cvar_RegisterVariable(&r_drawviewmodel);
2429         Cvar_RegisterVariable(&r_speeds);
2430         Cvar_RegisterVariable(&r_fullbrights);
2431         Cvar_RegisterVariable(&r_wateralpha);
2432         Cvar_RegisterVariable(&r_dynamic);
2433         Cvar_RegisterVariable(&r_fullbright);
2434         Cvar_RegisterVariable(&r_shadows);
2435         Cvar_RegisterVariable(&r_shadows_throwdistance);
2436         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2437         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2438         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2439         Cvar_RegisterVariable(&r_fog_exp2);
2440         Cvar_RegisterVariable(&r_drawfog);
2441         Cvar_RegisterVariable(&r_textureunits);
2442         Cvar_RegisterVariable(&r_glsl);
2443         Cvar_RegisterVariable(&r_glsl_contrastboost);
2444         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2445         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2446         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2447         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2448         Cvar_RegisterVariable(&r_glsl_postprocess);
2449         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2450         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2451         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2452         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2453         Cvar_RegisterVariable(&r_glsl_usegeneric);
2454         Cvar_RegisterVariable(&r_water);
2455         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2456         Cvar_RegisterVariable(&r_water_clippingplanebias);
2457         Cvar_RegisterVariable(&r_water_refractdistort);
2458         Cvar_RegisterVariable(&r_water_reflectdistort);
2459         Cvar_RegisterVariable(&r_lerpsprites);
2460         Cvar_RegisterVariable(&r_lerpmodels);
2461         Cvar_RegisterVariable(&r_lerplightstyles);
2462         Cvar_RegisterVariable(&r_waterscroll);
2463         Cvar_RegisterVariable(&r_bloom);
2464         Cvar_RegisterVariable(&r_bloom_colorscale);
2465         Cvar_RegisterVariable(&r_bloom_brighten);
2466         Cvar_RegisterVariable(&r_bloom_blur);
2467         Cvar_RegisterVariable(&r_bloom_resolution);
2468         Cvar_RegisterVariable(&r_bloom_colorexponent);
2469         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2470         Cvar_RegisterVariable(&r_hdr);
2471         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2472         Cvar_RegisterVariable(&r_hdr_glowintensity);
2473         Cvar_RegisterVariable(&r_hdr_range);
2474         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2475         Cvar_RegisterVariable(&developer_texturelogging);
2476         Cvar_RegisterVariable(&gl_lightmaps);
2477         Cvar_RegisterVariable(&r_test);
2478         Cvar_RegisterVariable(&r_batchmode);
2479         Cvar_RegisterVariable(&r_glsl_saturation);
2480         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2481                 Cvar_SetValue("r_fullbrights", 0);
2482         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2483
2484         Cvar_RegisterVariable(&r_track_sprites);
2485         Cvar_RegisterVariable(&r_track_sprites_flags);
2486         Cvar_RegisterVariable(&r_track_sprites_scalew);
2487         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2488 }
2489
2490 extern void R_Textures_Init(void);
2491 extern void GL_Draw_Init(void);
2492 extern void GL_Main_Init(void);
2493 extern void R_Shadow_Init(void);
2494 extern void R_Sky_Init(void);
2495 extern void GL_Surf_Init(void);
2496 extern void R_Particles_Init(void);
2497 extern void R_Explosion_Init(void);
2498 extern void gl_backend_init(void);
2499 extern void Sbar_Init(void);
2500 extern void R_LightningBeams_Init(void);
2501 extern void Mod_RenderInit(void);
2502
2503 void Render_Init(void)
2504 {
2505         gl_backend_init();
2506         R_Textures_Init();
2507         GL_Main_Init();
2508         GL_Draw_Init();
2509         R_Shadow_Init();
2510         R_Sky_Init();
2511         GL_Surf_Init();
2512         Sbar_Init();
2513         R_Particles_Init();
2514         R_Explosion_Init();
2515         R_LightningBeams_Init();
2516         Mod_RenderInit();
2517 }
2518
2519 /*
2520 ===============
2521 GL_Init
2522 ===============
2523 */
2524 extern char *ENGINE_EXTENSIONS;
2525 void GL_Init (void)
2526 {
2527         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2528         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2529         gl_version = (const char *)qglGetString(GL_VERSION);
2530         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2531
2532         if (!gl_extensions)
2533                 gl_extensions = "";
2534         if (!gl_platformextensions)
2535                 gl_platformextensions = "";
2536
2537         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2538         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2539         Con_Printf("GL_VERSION: %s\n", gl_version);
2540         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2541         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2542
2543         VID_CheckExtensions();
2544
2545         // LordHavoc: report supported extensions
2546         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2547
2548         // clear to black (loading plaque will be seen over this)
2549         CHECKGLERROR
2550         qglClearColor(0,0,0,1);CHECKGLERROR
2551         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2552 }
2553
2554 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2555 {
2556         int i;
2557         mplane_t *p;
2558         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2559         {
2560                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2561                 if (i == 4)
2562                         continue;
2563                 p = r_refdef.view.frustum + i;
2564                 switch(p->signbits)
2565                 {
2566                 default:
2567                 case 0:
2568                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2569                                 return true;
2570                         break;
2571                 case 1:
2572                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2573                                 return true;
2574                         break;
2575                 case 2:
2576                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2577                                 return true;
2578                         break;
2579                 case 3:
2580                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2581                                 return true;
2582                         break;
2583                 case 4:
2584                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2585                                 return true;
2586                         break;
2587                 case 5:
2588                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2589                                 return true;
2590                         break;
2591                 case 6:
2592                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2593                                 return true;
2594                         break;
2595                 case 7:
2596                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2597                                 return true;
2598                         break;
2599                 }
2600         }
2601         return false;
2602 }
2603
2604 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2605 {
2606         int i;
2607         const mplane_t *p;
2608         for (i = 0;i < numplanes;i++)
2609         {
2610                 p = planes + i;
2611                 switch(p->signbits)
2612                 {
2613                 default:
2614                 case 0:
2615                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2616                                 return true;
2617                         break;
2618                 case 1:
2619                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2620                                 return true;
2621                         break;
2622                 case 2:
2623                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2624                                 return true;
2625                         break;
2626                 case 3:
2627                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2628                                 return true;
2629                         break;
2630                 case 4:
2631                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2632                                 return true;
2633                         break;
2634                 case 5:
2635                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2636                                 return true;
2637                         break;
2638                 case 6:
2639                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2640                                 return true;
2641                         break;
2642                 case 7:
2643                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2644                                 return true;
2645                         break;
2646                 }
2647         }
2648         return false;
2649 }
2650
2651 //==================================================================================
2652
2653 static void R_View_UpdateEntityLighting (void)
2654 {
2655         int i;
2656         entity_render_t *ent;
2657         vec3_t tempdiffusenormal;
2658
2659         for (i = 0;i < r_refdef.scene.numentities;i++)
2660         {
2661                 ent = r_refdef.scene.entities[i];
2662
2663                 // skip unseen models
2664                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2665                         continue;
2666
2667                 // skip bsp models
2668                 if (ent->model && ent->model->brush.num_leafs)
2669                 {
2670                         // TODO: use modellight for r_ambient settings on world?
2671                         VectorSet(ent->modellight_ambient, 0, 0, 0);
2672                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
2673                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
2674                         continue;
2675                 }
2676
2677                 // fetch the lighting from the worldmodel data
2678                 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));
2679                 VectorClear(ent->modellight_diffuse);
2680                 VectorClear(tempdiffusenormal);
2681                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2682                 {
2683                         vec3_t org;
2684                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2685                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2686                 }
2687                 else // highly rare
2688                         VectorSet(ent->modellight_ambient, 1, 1, 1);
2689
2690                 // move the light direction into modelspace coordinates for lighting code
2691                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2692                 if(VectorLength2(ent->modellight_lightdir) == 0)
2693                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2694                 VectorNormalize(ent->modellight_lightdir);
2695         }
2696 }
2697
2698 static void R_View_UpdateEntityVisible (void)
2699 {
2700         int i, renderimask;
2701         entity_render_t *ent;
2702
2703         if (!r_drawentities.integer)
2704                 return;
2705
2706         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2707         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2708         {
2709                 // worldmodel can check visibility
2710                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2711                 for (i = 0;i < r_refdef.scene.numentities;i++)
2712                 {
2713                         ent = r_refdef.scene.entities[i];
2714                         if (!(ent->flags & renderimask))
2715                         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)))
2716                         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))
2717                                 r_refdef.viewcache.entityvisible[i] = true;
2718                 }
2719                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2720                 {
2721                         for (i = 0;i < r_refdef.scene.numentities;i++)
2722                         {
2723                                 ent = r_refdef.scene.entities[i];
2724                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2725                                 {
2726                                         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))
2727                                                 ent->last_trace_visibility = realtime;
2728                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2729                                                 r_refdef.viewcache.entityvisible[i] = 0;
2730                                 }
2731                         }
2732                 }
2733         }
2734         else
2735         {
2736                 // no worldmodel or it can't check visibility
2737                 for (i = 0;i < r_refdef.scene.numentities;i++)
2738                 {
2739                         ent = r_refdef.scene.entities[i];
2740                         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));
2741                 }
2742         }
2743 }
2744
2745 // only used if skyrendermasked, and normally returns false
2746 int R_DrawBrushModelsSky (void)
2747 {
2748         int i, sky;
2749         entity_render_t *ent;
2750
2751         if (!r_drawentities.integer)
2752                 return false;
2753
2754         sky = false;
2755         for (i = 0;i < r_refdef.scene.numentities;i++)
2756         {
2757                 if (!r_refdef.viewcache.entityvisible[i])
2758                         continue;
2759                 ent = r_refdef.scene.entities[i];
2760                 if (!ent->model || !ent->model->DrawSky)
2761                         continue;
2762                 ent->model->DrawSky(ent);
2763                 sky = true;
2764         }
2765         return sky;
2766 }
2767
2768 static void R_DrawNoModel(entity_render_t *ent);
2769 static void R_DrawModels(void)
2770 {
2771         int i;
2772         entity_render_t *ent;
2773
2774         if (!r_drawentities.integer)
2775                 return;
2776
2777         for (i = 0;i < r_refdef.scene.numentities;i++)
2778         {
2779                 if (!r_refdef.viewcache.entityvisible[i])
2780                         continue;
2781                 ent = r_refdef.scene.entities[i];
2782                 r_refdef.stats.entities++;
2783                 if (ent->model && ent->model->Draw != NULL)
2784                         ent->model->Draw(ent);
2785                 else
2786                         R_DrawNoModel(ent);
2787         }
2788 }
2789
2790 static void R_DrawModelsDepth(void)
2791 {
2792         int i;
2793         entity_render_t *ent;
2794
2795         if (!r_drawentities.integer)
2796                 return;
2797
2798         for (i = 0;i < r_refdef.scene.numentities;i++)
2799         {
2800                 if (!r_refdef.viewcache.entityvisible[i])
2801                         continue;
2802                 ent = r_refdef.scene.entities[i];
2803                 if (ent->model && ent->model->DrawDepth != NULL)
2804                         ent->model->DrawDepth(ent);
2805         }
2806 }
2807
2808 static void R_DrawModelsDebug(void)
2809 {
2810         int i;
2811         entity_render_t *ent;
2812
2813         if (!r_drawentities.integer)
2814                 return;
2815
2816         for (i = 0;i < r_refdef.scene.numentities;i++)
2817         {
2818                 if (!r_refdef.viewcache.entityvisible[i])
2819                         continue;
2820                 ent = r_refdef.scene.entities[i];
2821                 if (ent->model && ent->model->DrawDebug != NULL)
2822                         ent->model->DrawDebug(ent);
2823         }
2824 }
2825
2826 static void R_DrawModelsAddWaterPlanes(void)
2827 {
2828         int i;
2829         entity_render_t *ent;
2830
2831         if (!r_drawentities.integer)
2832                 return;
2833
2834         for (i = 0;i < r_refdef.scene.numentities;i++)
2835         {
2836                 if (!r_refdef.viewcache.entityvisible[i])
2837                         continue;
2838                 ent = r_refdef.scene.entities[i];
2839                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2840                         ent->model->DrawAddWaterPlanes(ent);
2841         }
2842 }
2843
2844 static void R_View_SetFrustum(void)
2845 {
2846         int i;
2847         double slopex, slopey;
2848         vec3_t forward, left, up, origin;
2849
2850         // we can't trust r_refdef.view.forward and friends in reflected scenes
2851         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2852
2853 #if 0
2854         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2855         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2856         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2857         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2858         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2859         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2860         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2861         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2862         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2863         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2864         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2865         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2866 #endif
2867
2868 #if 0
2869         zNear = r_refdef.nearclip;
2870         nudge = 1.0 - 1.0 / (1<<23);
2871         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2872         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2873         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2874         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2875         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2876         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2877         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2878         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2879 #endif
2880
2881
2882
2883 #if 0
2884         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2885         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2886         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2887         r_refdef.view.frustum[0].dist = m[15] - m[12];
2888
2889         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2890         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2891         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2892         r_refdef.view.frustum[1].dist = m[15] + m[12];
2893
2894         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2895         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2896         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2897         r_refdef.view.frustum[2].dist = m[15] - m[13];
2898
2899         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2900         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2901         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2902         r_refdef.view.frustum[3].dist = m[15] + m[13];
2903
2904         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2905         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2906         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2907         r_refdef.view.frustum[4].dist = m[15] - m[14];
2908
2909         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2910         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2911         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2912         r_refdef.view.frustum[5].dist = m[15] + m[14];
2913 #endif
2914
2915         if (r_refdef.view.useperspective)
2916         {
2917                 slopex = 1.0 / r_refdef.view.frustum_x;
2918                 slopey = 1.0 / r_refdef.view.frustum_y;
2919                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2920                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2921                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2922                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2923                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2924
2925                 // Leaving those out was a mistake, those were in the old code, and they
2926                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2927                 // I couldn't reproduce it after adding those normalizations. --blub
2928                 VectorNormalize(r_refdef.view.frustum[0].normal);
2929                 VectorNormalize(r_refdef.view.frustum[1].normal);
2930                 VectorNormalize(r_refdef.view.frustum[2].normal);
2931                 VectorNormalize(r_refdef.view.frustum[3].normal);
2932
2933                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2934                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2935                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2936                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2937                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2938
2939                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2940                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2941                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2942                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2943                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2944         }
2945         else
2946         {
2947                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2948                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2949                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2950                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2951                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2952                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2953                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2954                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2955                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2956                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2957         }
2958         r_refdef.view.numfrustumplanes = 5;
2959
2960         if (r_refdef.view.useclipplane)
2961         {
2962                 r_refdef.view.numfrustumplanes = 6;
2963                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2964         }
2965
2966         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2967                 PlaneClassify(r_refdef.view.frustum + i);
2968
2969         // LordHavoc: note to all quake engine coders, Quake had a special case
2970         // for 90 degrees which assumed a square view (wrong), so I removed it,
2971         // Quake2 has it disabled as well.
2972
2973         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2974         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2975         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2976         //PlaneClassify(&frustum[0]);
2977
2978         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2979         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2980         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2981         //PlaneClassify(&frustum[1]);
2982
2983         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2984         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2985         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2986         //PlaneClassify(&frustum[2]);
2987
2988         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2989         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2990         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2991         //PlaneClassify(&frustum[3]);
2992
2993         // nearclip plane
2994         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2995         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2996         //PlaneClassify(&frustum[4]);
2997 }
2998
2999 void R_View_Update(void)
3000 {
3001         R_View_SetFrustum();
3002         R_View_WorldVisibility(r_refdef.view.useclipplane);
3003         R_View_UpdateEntityVisible();
3004         R_View_UpdateEntityLighting();
3005 }
3006
3007 void R_SetupView(qboolean allowwaterclippingplane)
3008 {
3009         if (!r_refdef.view.useperspective)
3010                 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);
3011         else if (gl_stencil && r_useinfinitefarclip.integer)
3012                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3013         else
3014                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3015
3016         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3017
3018         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3019         {
3020                 // LordHavoc: couldn't figure out how to make this approach the
3021                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3022                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3023                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3024                         dist = r_refdef.view.clipplane.dist;
3025                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3026         }
3027 }
3028
3029 void R_ResetViewRendering2D(void)
3030 {
3031         DrawQ_Finish();
3032
3033         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3034         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3035         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3036         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3037         GL_Color(1, 1, 1, 1);
3038         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3039         GL_BlendFunc(GL_ONE, GL_ZERO);
3040         GL_AlphaTest(false);
3041         GL_ScissorTest(false);
3042         GL_DepthMask(false);
3043         GL_DepthRange(0, 1);
3044         GL_DepthTest(false);
3045         R_Mesh_Matrix(&identitymatrix);
3046         R_Mesh_ResetTextureState();
3047         GL_PolygonOffset(0, 0);
3048         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3049         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3050         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3051         qglStencilMask(~0);CHECKGLERROR
3052         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3053         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3054         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3055         R_SetupGenericShader(true);
3056 }
3057
3058 void R_ResetViewRendering3D(void)
3059 {
3060         DrawQ_Finish();
3061
3062         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3063         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3064         R_SetupView(true);
3065         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3066         GL_Color(1, 1, 1, 1);
3067         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3068         GL_BlendFunc(GL_ONE, GL_ZERO);
3069         GL_AlphaTest(false);
3070         GL_ScissorTest(true);
3071         GL_DepthMask(true);
3072         GL_DepthRange(0, 1);
3073         GL_DepthTest(true);
3074         R_Mesh_Matrix(&identitymatrix);
3075         R_Mesh_ResetTextureState();
3076         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3077         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3078         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3079         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3080         qglStencilMask(~0);CHECKGLERROR
3081         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3082         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3083         GL_CullFace(r_refdef.view.cullface_back);
3084         R_SetupGenericShader(true);
3085 }
3086
3087 void R_RenderScene(void);
3088 void R_RenderWaterPlanes(void);
3089
3090 static void R_Water_StartFrame(void)
3091 {
3092         int i;
3093         int waterwidth, waterheight, texturewidth, textureheight;
3094         r_waterstate_waterplane_t *p;
3095
3096         // set waterwidth and waterheight to the water resolution that will be
3097         // used (often less than the screen resolution for faster rendering)
3098         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3099         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3100
3101         // calculate desired texture sizes
3102         // can't use water if the card does not support the texture size
3103         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3104                 texturewidth = textureheight = waterwidth = waterheight = 0;
3105         else if (gl_support_arb_texture_non_power_of_two)
3106         {
3107                 texturewidth = waterwidth;
3108                 textureheight = waterheight;
3109         }
3110         else
3111         {
3112                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3113                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3114         }
3115
3116         // allocate textures as needed
3117         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3118         {
3119                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3120                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3121                 {
3122                         if (p->texture_refraction)
3123                                 R_FreeTexture(p->texture_refraction);
3124                         p->texture_refraction = NULL;
3125                         if (p->texture_reflection)
3126                                 R_FreeTexture(p->texture_reflection);
3127                         p->texture_reflection = NULL;
3128                 }
3129                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3130                 r_waterstate.waterwidth = waterwidth;
3131                 r_waterstate.waterheight = waterheight;
3132                 r_waterstate.texturewidth = texturewidth;
3133                 r_waterstate.textureheight = textureheight;
3134         }
3135
3136         if (r_waterstate.waterwidth)
3137         {
3138                 r_waterstate.enabled = true;
3139
3140                 // set up variables that will be used in shader setup
3141                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3142                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3143                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3144                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3145         }
3146
3147         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3148         r_waterstate.numwaterplanes = 0;
3149 }
3150
3151 void R_Water_AddWaterPlane(msurface_t *surface)
3152 {
3153         int triangleindex, planeindex;
3154         const int *e;
3155         vec3_t vert[3];
3156         vec3_t normal;
3157         vec3_t center;
3158         mplane_t plane;
3159         r_waterstate_waterplane_t *p;
3160         texture_t *t = R_GetCurrentTexture(surface->texture);
3161         // just use the first triangle with a valid normal for any decisions
3162         VectorClear(normal);
3163         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3164         {
3165                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3166                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3167                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3168                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3169                 if (VectorLength2(normal) >= 0.001)
3170                         break;
3171         }
3172
3173         VectorCopy(normal, plane.normal);
3174         VectorNormalize(plane.normal);
3175         plane.dist = DotProduct(vert[0], plane.normal);
3176         PlaneClassify(&plane);
3177         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3178         {
3179                 // skip backfaces (except if nocullface is set)
3180                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3181                         return;
3182                 VectorNegate(plane.normal, plane.normal);
3183                 plane.dist *= -1;
3184                 PlaneClassify(&plane);
3185         }
3186
3187
3188         // find a matching plane if there is one
3189         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3190                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3191                         break;
3192         if (planeindex >= r_waterstate.maxwaterplanes)
3193                 return; // nothing we can do, out of planes
3194
3195         // if this triangle does not fit any known plane rendered this frame, add one
3196         if (planeindex >= r_waterstate.numwaterplanes)
3197         {
3198                 // store the new plane
3199                 r_waterstate.numwaterplanes++;
3200                 p->plane = plane;
3201                 // clear materialflags and pvs
3202                 p->materialflags = 0;
3203                 p->pvsvalid = false;
3204         }
3205         // merge this surface's materialflags into the waterplane
3206         p->materialflags |= t->currentmaterialflags;
3207         // merge this surface's PVS into the waterplane
3208         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3209         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3210          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3211         {
3212                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3213                 p->pvsvalid = true;
3214         }
3215 }
3216
3217 static void R_Water_ProcessPlanes(void)
3218 {
3219         r_refdef_view_t originalview;
3220         r_refdef_view_t myview;
3221         int planeindex;
3222         r_waterstate_waterplane_t *p;
3223
3224         originalview = r_refdef.view;
3225
3226         // make sure enough textures are allocated
3227         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3228         {
3229                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3230                 {
3231                         if (!p->texture_refraction)
3232                                 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);
3233                         if (!p->texture_refraction)
3234                                 goto error;
3235                 }
3236
3237                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3238                 {
3239                         if (!p->texture_reflection)
3240                                 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);
3241                         if (!p->texture_reflection)
3242                                 goto error;
3243                 }
3244         }
3245
3246         // render views
3247         r_refdef.view = originalview;
3248         r_refdef.view.showdebug = false;
3249         r_refdef.view.width = r_waterstate.waterwidth;
3250         r_refdef.view.height = r_waterstate.waterheight;
3251         r_refdef.view.useclipplane = true;
3252         myview = r_refdef.view;
3253         r_waterstate.renderingscene = true;
3254         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3255         {
3256                 // render the normal view scene and copy into texture
3257                 // (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)
3258                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3259                 {
3260                         r_refdef.view = myview;
3261                         r_refdef.view.clipplane = p->plane;
3262                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3263                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3264                         PlaneClassify(&r_refdef.view.clipplane);
3265
3266                         R_ResetViewRendering3D();
3267                         R_ClearScreen(r_refdef.fogenabled);
3268                         R_View_Update();
3269                         R_RenderScene();
3270
3271                         // copy view into the screen texture
3272                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3273                         GL_ActiveTexture(0);
3274                         CHECKGLERROR
3275                         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
3276                 }
3277
3278                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3279                 {
3280                         r_refdef.view = myview;
3281                         // render reflected scene and copy into texture
3282                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3283                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3284                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3285                         r_refdef.view.clipplane = p->plane;
3286                         // reverse the cullface settings for this render
3287                         r_refdef.view.cullface_front = GL_FRONT;
3288                         r_refdef.view.cullface_back = GL_BACK;
3289                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3290                         {
3291                                 r_refdef.view.usecustompvs = true;
3292                                 if (p->pvsvalid)
3293                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3294                                 else
3295                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3296                         }
3297
3298                         R_ResetViewRendering3D();
3299                         R_ClearScreen(r_refdef.fogenabled);
3300                         R_View_Update();
3301                         R_RenderScene();
3302
3303                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3304                         GL_ActiveTexture(0);
3305                         CHECKGLERROR
3306                         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
3307                 }
3308         }
3309         r_waterstate.renderingscene = false;
3310         r_refdef.view = originalview;
3311         R_ResetViewRendering3D();
3312         R_ClearScreen(r_refdef.fogenabled);
3313         R_View_Update();
3314         return;
3315 error:
3316         r_refdef.view = originalview;
3317         r_waterstate.renderingscene = false;
3318         Cvar_SetValueQuick(&r_water, 0);
3319         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3320         return;
3321 }
3322
3323 void R_Bloom_StartFrame(void)
3324 {
3325         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3326
3327         // set bloomwidth and bloomheight to the bloom resolution that will be
3328         // used (often less than the screen resolution for faster rendering)
3329         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3330         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3331         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3332         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3333         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3334
3335         // calculate desired texture sizes
3336         if (gl_support_arb_texture_non_power_of_two)
3337         {
3338                 screentexturewidth = r_refdef.view.width;
3339                 screentextureheight = r_refdef.view.height;
3340                 bloomtexturewidth = r_bloomstate.bloomwidth;
3341                 bloomtextureheight = r_bloomstate.bloomheight;
3342         }
3343         else
3344         {
3345                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3346                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3347                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3348                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3349         }
3350
3351         if ((r_hdr.integer || r_bloom.integer || r_motionblur.value) && ((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))
3352         {
3353                 Cvar_SetValueQuick(&r_hdr, 0);
3354                 Cvar_SetValueQuick(&r_bloom, 0);
3355                 //Cvar_SetValueQuick(&r_motionblur, 0);
3356         }
3357
3358         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && !r_motionblur.value)
3359                 screentexturewidth = screentextureheight = 0;
3360         if (!r_hdr.integer && !r_bloom.integer)
3361                 bloomtexturewidth = bloomtextureheight = 0;
3362
3363         // allocate textures as needed
3364         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3365         {
3366                 if (r_bloomstate.texture_screen)
3367                         R_FreeTexture(r_bloomstate.texture_screen);
3368                 r_bloomstate.texture_screen = NULL;
3369                 r_bloomstate.screentexturewidth = screentexturewidth;
3370                 r_bloomstate.screentextureheight = screentextureheight;
3371                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3372                         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);
3373         }
3374         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3375         {
3376                 if (r_bloomstate.texture_bloom)
3377                         R_FreeTexture(r_bloomstate.texture_bloom);
3378                 r_bloomstate.texture_bloom = NULL;
3379                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3380                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3381                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3382                         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);
3383         }
3384
3385         // set up a texcoord array for the full resolution screen image
3386         // (we have to keep this around to copy back during final render)
3387         r_bloomstate.screentexcoord2f[0] = 0;
3388         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3389         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3390         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3391         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3392         r_bloomstate.screentexcoord2f[5] = 0;
3393         r_bloomstate.screentexcoord2f[6] = 0;
3394         r_bloomstate.screentexcoord2f[7] = 0;
3395
3396         // set up a texcoord array for the reduced resolution bloom image
3397         // (which will be additive blended over the screen image)
3398         r_bloomstate.bloomtexcoord2f[0] = 0;
3399         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3400         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3401         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3402         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3403         r_bloomstate.bloomtexcoord2f[5] = 0;
3404         r_bloomstate.bloomtexcoord2f[6] = 0;
3405         r_bloomstate.bloomtexcoord2f[7] = 0;
3406
3407         if (r_hdr.integer || r_bloom.integer)
3408         {
3409                 r_bloomstate.enabled = true;
3410                 r_bloomstate.hdr = r_hdr.integer != 0;
3411         }
3412 }
3413
3414 void R_Bloom_CopyBloomTexture(float colorscale)
3415 {
3416         r_refdef.stats.bloom++;
3417
3418         // scale down screen texture to the bloom texture size
3419         CHECKGLERROR
3420         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3421         GL_BlendFunc(GL_ONE, GL_ZERO);
3422         GL_Color(colorscale, colorscale, colorscale, 1);
3423         // TODO: optimize with multitexture or GLSL
3424         R_SetupGenericShader(true);
3425         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3426         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3427         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3428         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3429
3430         // we now have a bloom image in the framebuffer
3431         // copy it into the bloom image texture for later processing
3432         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
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_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3436         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3437 }
3438
3439 void R_Bloom_CopyHDRTexture(void)
3440 {
3441         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3442         GL_ActiveTexture(0);
3443         CHECKGLERROR
3444         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
3445         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3446 }
3447
3448 void R_Bloom_MakeTexture(void)
3449 {
3450         int x, range, dir;
3451         float xoffset, yoffset, r, brighten;
3452
3453         r_refdef.stats.bloom++;
3454
3455         R_ResetViewRendering2D();
3456         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3457         R_Mesh_ColorPointer(NULL, 0, 0);
3458         R_SetupGenericShader(true);
3459
3460         // we have a bloom image in the framebuffer
3461         CHECKGLERROR
3462         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3463
3464         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3465         {
3466                 x *= 2;
3467                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3468                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3469                 GL_Color(r, r, r, 1);
3470                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3471                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3472                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3473                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3474
3475                 // copy the vertically blurred bloom view to a texture
3476                 GL_ActiveTexture(0);
3477                 CHECKGLERROR
3478                 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
3479                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3480         }
3481
3482         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3483         brighten = r_bloom_brighten.value;
3484         if (r_hdr.integer)
3485                 brighten *= r_hdr_range.value;
3486         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3487         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3488
3489         for (dir = 0;dir < 2;dir++)
3490         {
3491                 // blend on at multiple vertical offsets to achieve a vertical blur
3492                 // TODO: do offset blends using GLSL
3493                 GL_BlendFunc(GL_ONE, GL_ZERO);
3494                 for (x = -range;x <= range;x++)
3495                 {
3496                         if (!dir){xoffset = 0;yoffset = x;}
3497                         else {xoffset = x;yoffset = 0;}
3498                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3499                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3500                         // compute a texcoord array with the specified x and y offset
3501                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3502                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3503                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3504                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3505                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3506                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3507                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3508                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3509                         // this r value looks like a 'dot' particle, fading sharply to
3510                         // black at the edges
3511                         // (probably not realistic but looks good enough)
3512                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3513                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3514                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3515                         GL_Color(r, r, r, 1);
3516                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3517                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3518                         GL_BlendFunc(GL_ONE, GL_ONE);
3519                 }
3520
3521                 // copy the vertically blurred bloom view to a texture
3522                 GL_ActiveTexture(0);
3523                 CHECKGLERROR
3524                 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
3525                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3526         }
3527
3528         // apply subtract last
3529         // (just like it would be in a GLSL shader)
3530         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3531         {
3532                 GL_BlendFunc(GL_ONE, GL_ZERO);
3533                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3534                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3535                 GL_Color(1, 1, 1, 1);
3536                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3537                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3538
3539                 GL_BlendFunc(GL_ONE, GL_ONE);
3540                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3541                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3542                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3543                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3544                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3545                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3546                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3547
3548                 // copy the darkened bloom view to a texture
3549                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3550                 GL_ActiveTexture(0);
3551                 CHECKGLERROR
3552                 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
3553                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3554         }
3555 }
3556
3557 void R_HDR_RenderBloomTexture(void)
3558 {
3559         int oldwidth, oldheight;
3560         float oldcolorscale;
3561
3562         oldcolorscale = r_refdef.view.colorscale;
3563         oldwidth = r_refdef.view.width;
3564         oldheight = r_refdef.view.height;
3565         r_refdef.view.width = r_bloomstate.bloomwidth;
3566         r_refdef.view.height = r_bloomstate.bloomheight;
3567
3568         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3569         // TODO: add exposure compensation features
3570         // TODO: add fp16 framebuffer support
3571
3572         r_refdef.view.showdebug = false;
3573         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3574
3575         R_ResetViewRendering3D();
3576
3577         R_ClearScreen(r_refdef.fogenabled);
3578         if (r_timereport_active)
3579                 R_TimeReport("HDRclear");
3580
3581         R_View_Update();
3582         if (r_timereport_active)
3583                 R_TimeReport("visibility");
3584
3585         r_waterstate.numwaterplanes = 0;
3586         if (r_waterstate.enabled)
3587                 R_RenderWaterPlanes();
3588
3589         r_refdef.view.showdebug = true;
3590         R_RenderScene();
3591         r_waterstate.numwaterplanes = 0;
3592
3593         R_ResetViewRendering2D();
3594
3595         R_Bloom_CopyHDRTexture();
3596         R_Bloom_MakeTexture();
3597
3598         // restore the view settings
3599         r_refdef.view.width = oldwidth;
3600         r_refdef.view.height = oldheight;
3601         r_refdef.view.colorscale = oldcolorscale;
3602
3603         R_ResetViewRendering3D();
3604
3605         R_ClearScreen(r_refdef.fogenabled);
3606         if (r_timereport_active)
3607                 R_TimeReport("viewclear");
3608 }
3609
3610 static void R_BlendView(void)
3611 {
3612         if (r_bloomstate.texture_screen)
3613         {
3614                 // make sure the buffer is available
3615                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3616
3617                 R_ResetViewRendering2D();
3618                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3619                 R_Mesh_ColorPointer(NULL, 0, 0);
3620                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3621                 GL_ActiveTexture(0);CHECKGLERROR
3622
3623                 if(r_motionblur.value > 0 || r_damageblur.value > 0)
3624                 {  
3625                         // declare alpha variable
3626                         float a;
3627                         float speed;
3628                         static float avgspeed;
3629
3630                         speed = VectorLength(cl.movement_velocity);
3631
3632                         a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vtime.value), 1);
3633                         avgspeed = avgspeed * (1 - a) + speed * a;
3634
3635                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3636                         speed = bound(0, speed, 1);
3637                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3638
3639                         // calculate values into a standard alpha
3640                         a = 1 - exp(-
3641                                         (
3642                                          (r_motionblur.value * speed / 80)
3643                                          +
3644                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3645                                         )
3646                                         /
3647                                         max(0.0001, cl.time - cl.oldtime) // fps independent
3648                                    );
3649
3650                         a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3651                         a = bound(0, a, r_motionblur_maxblur.value);
3652
3653                         // developer debug of current value
3654                         if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3655
3656                         // apply the blur
3657                         if (a > 0)
3658                         {
3659                                 R_SetupGenericShader(true);
3660                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3661                                 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3662                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3663                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3664                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3665                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3666                         }
3667                 }
3668
3669                 // copy view into the screen texture
3670                 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
3671                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3672         }
3673
3674         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3675         {
3676                 unsigned int permutation =
3677                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3678                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3679                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3680                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3681                         | (r_glsl_saturation.value != 1 ? SHADERPERMUTATION_SATURATION : 0);
3682
3683                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3684                 {
3685                         // render simple bloom effect
3686                         // copy the screen and shrink it and darken it for the bloom process
3687                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3688                         // make the bloom texture
3689                         R_Bloom_MakeTexture();
3690                 }
3691
3692                 R_ResetViewRendering2D();
3693                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3694                 R_Mesh_ColorPointer(NULL, 0, 0);
3695                 GL_Color(1, 1, 1, 1);
3696                 GL_BlendFunc(GL_ONE, GL_ZERO);
3697                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3698                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3699                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3700                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3701                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3702                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3703                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3704                 if (r_glsl_permutation->loc_TintColor >= 0)
3705                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3706                 if (r_glsl_permutation->loc_ClientTime >= 0)
3707                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3708                 if (r_glsl_permutation->loc_PixelSize >= 0)
3709                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3710                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3711                 {
3712                         float a=0, b=0, c=0, d=0;
3713 #if _MSC_VER >= 1400
3714 #define sscanf sscanf_s
3715 #endif
3716                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3717                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3718                 }
3719                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3720                 {
3721                         float a=0, b=0, c=0, d=0;
3722                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3723                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3724                 }
3725                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3726                 {
3727                         float a=0, b=0, c=0, d=0;
3728                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3729                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3730                 }
3731                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3732                 {
3733                         float a=0, b=0, c=0, d=0;
3734                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3735                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3736                 }
3737                 if (r_glsl_permutation->loc_Saturation >= 0)
3738                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3739                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3740                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3741                 return;
3742         }
3743
3744
3745
3746         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3747         {
3748                 // render high dynamic range bloom effect
3749                 // the bloom texture was made earlier this render, so we just need to
3750                 // blend it onto the screen...
3751                 R_ResetViewRendering2D();
3752                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3753                 R_Mesh_ColorPointer(NULL, 0, 0);
3754                 R_SetupGenericShader(true);
3755                 GL_Color(1, 1, 1, 1);
3756                 GL_BlendFunc(GL_ONE, GL_ONE);
3757                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3758                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3759                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3760                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3761         }
3762         else if (r_bloomstate.texture_bloom)
3763         {
3764                 // render simple bloom effect
3765                 // copy the screen and shrink it and darken it for the bloom process
3766                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3767                 // make the bloom texture
3768                 R_Bloom_MakeTexture();
3769                 // put the original screen image back in place and blend the bloom
3770                 // texture on it
3771                 R_ResetViewRendering2D();
3772                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3773                 R_Mesh_ColorPointer(NULL, 0, 0);
3774                 GL_Color(1, 1, 1, 1);
3775                 GL_BlendFunc(GL_ONE, GL_ZERO);
3776                 // do both in one pass if possible
3777                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3778                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3779                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3780                 {
3781                         R_SetupGenericTwoTextureShader(GL_ADD);
3782                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3783                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3784                 }
3785                 else
3786                 {
3787                         R_SetupGenericShader(true);
3788                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3789                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3790                         // now blend on the bloom texture
3791                         GL_BlendFunc(GL_ONE, GL_ONE);
3792                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3793                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3794                 }
3795                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3796                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3797         }
3798         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3799         {
3800                 // apply a color tint to the whole view
3801                 R_ResetViewRendering2D();
3802                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3803                 R_Mesh_ColorPointer(NULL, 0, 0);
3804                 R_SetupGenericShader(false);
3805                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3806                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3807                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3808         }
3809 }
3810
3811 matrix4x4_t r_waterscrollmatrix;
3812
3813 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3814 {
3815         if (r_refdef.fog_density)
3816         {
3817                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3818                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3819                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3820
3821                 {
3822                         vec3_t fogvec;
3823                         VectorCopy(r_refdef.fogcolor, fogvec);
3824                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3825                         {
3826                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3827                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3828                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3829                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3830                         }
3831                         //   color.rgb *= ContrastBoost * SceneBrightness;
3832                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3833                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3834                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3835                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3836                 }
3837         }
3838 }
3839
3840 void R_UpdateVariables(void)
3841 {
3842         R_Textures_Frame();
3843
3844         r_refdef.scene.ambient = r_ambient.value;
3845
3846         r_refdef.farclip = 4096;
3847         if (r_refdef.scene.worldmodel)
3848                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3849         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3850
3851         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3852                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3853         r_refdef.polygonfactor = 0;
3854         r_refdef.polygonoffset = 0;
3855         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3856         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3857
3858         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3859         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3860         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3861         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3862         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3863         if (r_showsurfaces.integer)
3864         {
3865                 r_refdef.scene.rtworld = false;
3866                 r_refdef.scene.rtworldshadows = false;
3867                 r_refdef.scene.rtdlight = false;
3868                 r_refdef.scene.rtdlightshadows = false;
3869                 r_refdef.lightmapintensity = 0;
3870         }
3871
3872         if (gamemode == GAME_NEHAHRA)
3873         {
3874                 if (gl_fogenable.integer)
3875                 {
3876                         r_refdef.oldgl_fogenable = true;
3877                         r_refdef.fog_density = gl_fogdensity.value;
3878                         r_refdef.fog_red = gl_fogred.value;
3879                         r_refdef.fog_green = gl_foggreen.value;
3880                         r_refdef.fog_blue = gl_fogblue.value;
3881                         r_refdef.fog_alpha = 1;
3882                         r_refdef.fog_start = 0;
3883                         r_refdef.fog_end = gl_skyclip.value;
3884                 }
3885                 else if (r_refdef.oldgl_fogenable)
3886                 {
3887                         r_refdef.oldgl_fogenable = false;
3888                         r_refdef.fog_density = 0;
3889                         r_refdef.fog_red = 0;
3890                         r_refdef.fog_green = 0;
3891                         r_refdef.fog_blue = 0;
3892                         r_refdef.fog_alpha = 0;
3893                         r_refdef.fog_start = 0;
3894                         r_refdef.fog_end = 0;
3895                 }
3896         }
3897
3898         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3899         r_refdef.fog_start = max(0, r_refdef.fog_start);
3900         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3901
3902         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3903
3904         if (r_refdef.fog_density && r_drawfog.integer)
3905         {
3906                 r_refdef.fogenabled = true;
3907                 // this is the point where the fog reaches 0.9986 alpha, which we
3908                 // consider a good enough cutoff point for the texture
3909                 // (0.9986 * 256 == 255.6)
3910                 if (r_fog_exp2.integer)
3911                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3912                 else
3913                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3914                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3915                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3916                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3917                 // fog color was already set
3918                 // update the fog texture
3919                 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)
3920                         R_BuildFogTexture();
3921         }
3922         else
3923                 r_refdef.fogenabled = false;
3924
3925         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3926         {
3927                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3928                 {
3929                         // build GLSL gamma texture
3930 #define RAMPWIDTH 256
3931                         unsigned short ramp[RAMPWIDTH * 3];
3932                         unsigned char rampbgr[RAMPWIDTH][4];
3933                         int i;
3934
3935                         r_texture_gammaramps_serial = vid_gammatables_serial;
3936
3937                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3938                         for(i = 0; i < RAMPWIDTH; ++i)
3939                         {
3940                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3941                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3942                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
3943                                 rampbgr[i][3] = 0;
3944                         }
3945                         if (r_texture_gammaramps)
3946                         {
3947                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
3948                         }
3949                         else
3950                         {
3951                                 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);
3952                         }
3953                 }
3954         }
3955         else
3956         {
3957                 // remove GLSL gamma texture
3958         }
3959 }
3960
3961 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3962 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3963 /*
3964 ================
3965 R_SelectScene
3966 ================
3967 */
3968 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3969         if( scenetype != r_currentscenetype ) {
3970                 // store the old scenetype
3971                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3972                 r_currentscenetype = scenetype;
3973                 // move in the new scene
3974                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3975         }
3976 }
3977
3978 /*
3979 ================
3980 R_GetScenePointer
3981 ================
3982 */
3983 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3984 {
3985         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3986         if( scenetype == r_currentscenetype ) {
3987                 return &r_refdef.scene;
3988         } else {
3989                 return &r_scenes_store[ scenetype ];
3990         }
3991 }
3992
3993 /*
3994 ================
3995 R_RenderView
3996 ================
3997 */
3998 void R_RenderView(void)
3999 {
4000         r_frame++; // used only by R_GetCurrentTexture
4001         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4002
4003         if (r_refdef.view.isoverlay)
4004         {
4005                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4006                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4007                 R_TimeReport("depthclear");
4008
4009                 r_refdef.view.showdebug = false;
4010
4011                 r_waterstate.enabled = false;
4012                 r_waterstate.numwaterplanes = 0;
4013
4014                 R_RenderScene();
4015
4016                 CHECKGLERROR
4017                 return;
4018         }
4019
4020         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4021                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4022
4023         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4024
4025         // break apart the view matrix into vectors for various purposes
4026         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4027         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4028         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4029         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4030         // make an inverted copy of the view matrix for tracking sprites
4031         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4032
4033         R_Shadow_UpdateWorldLightSelection();
4034
4035         R_Bloom_StartFrame();
4036         R_Water_StartFrame();
4037
4038         CHECKGLERROR
4039         if (r_timereport_active)
4040                 R_TimeReport("viewsetup");
4041
4042         R_ResetViewRendering3D();
4043
4044         if (r_refdef.view.clear || r_refdef.fogenabled)
4045         {
4046                 R_ClearScreen(r_refdef.fogenabled);
4047                 if (r_timereport_active)
4048                         R_TimeReport("viewclear");
4049         }
4050         r_refdef.view.clear = true;
4051
4052         // this produces a bloom texture to be used in R_BlendView() later
4053         if (r_hdr.integer)
4054                 R_HDR_RenderBloomTexture();
4055
4056         r_refdef.view.showdebug = true;
4057
4058         R_View_Update();
4059         if (r_timereport_active)
4060                 R_TimeReport("visibility");
4061
4062         r_waterstate.numwaterplanes = 0;
4063         if (r_waterstate.enabled)
4064                 R_RenderWaterPlanes();
4065
4066         R_RenderScene();
4067         r_waterstate.numwaterplanes = 0;
4068
4069         R_BlendView();
4070         if (r_timereport_active)
4071                 R_TimeReport("blendview");
4072
4073         GL_Scissor(0, 0, vid.width, vid.height);
4074         GL_ScissorTest(false);
4075         CHECKGLERROR
4076 }
4077
4078 void R_RenderWaterPlanes(void)
4079 {
4080         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4081         {
4082                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4083                 if (r_timereport_active)
4084                         R_TimeReport("waterworld");
4085         }
4086
4087         // don't let sound skip if going slow
4088         if (r_refdef.scene.extraupdate)
4089                 S_ExtraUpdate ();
4090
4091         R_DrawModelsAddWaterPlanes();
4092         if (r_timereport_active)
4093                 R_TimeReport("watermodels");
4094
4095         if (r_waterstate.numwaterplanes)
4096         {
4097                 R_Water_ProcessPlanes();
4098                 if (r_timereport_active)
4099                         R_TimeReport("waterscenes");
4100         }
4101 }
4102
4103 extern void R_DrawLightningBeams (void);
4104 extern void VM_CL_AddPolygonsToMeshQueue (void);
4105 extern void R_DrawPortals (void);
4106 extern cvar_t cl_locs_show;
4107 static void R_DrawLocs(void);
4108 static void R_DrawEntityBBoxes(void);
4109 void R_RenderScene(void)
4110 {
4111         r_refdef.stats.renders++;
4112
4113         R_UpdateFogColor();
4114
4115         // don't let sound skip if going slow
4116         if (r_refdef.scene.extraupdate)
4117                 S_ExtraUpdate ();
4118
4119         R_MeshQueue_BeginScene();
4120
4121         R_SkyStartFrame();
4122
4123         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);
4124
4125         if (cl.csqc_vidvars.drawworld)
4126         {
4127                 // don't let sound skip if going slow
4128                 if (r_refdef.scene.extraupdate)
4129                         S_ExtraUpdate ();
4130
4131                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4132                 {
4133                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4134                         if (r_timereport_active)
4135                                 R_TimeReport("worldsky");
4136                 }
4137
4138                 if (R_DrawBrushModelsSky() && r_timereport_active)
4139                         R_TimeReport("bmodelsky");
4140         }
4141
4142         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4143         {
4144                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4145                 if (r_timereport_active)
4146                         R_TimeReport("worlddepth");
4147         }
4148         if (r_depthfirst.integer >= 2)
4149         {
4150                 R_DrawModelsDepth();
4151                 if (r_timereport_active)
4152                         R_TimeReport("modeldepth");
4153         }
4154
4155         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4156         {
4157                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4158                 if (r_timereport_active)
4159                         R_TimeReport("world");
4160         }
4161
4162         // don't let sound skip if going slow
4163         if (r_refdef.scene.extraupdate)
4164                 S_ExtraUpdate ();
4165
4166         R_DrawModels();
4167         if (r_timereport_active)
4168                 R_TimeReport("models");
4169
4170         // don't let sound skip if going slow
4171         if (r_refdef.scene.extraupdate)
4172                 S_ExtraUpdate ();
4173
4174         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4175         {
4176                 R_DrawModelShadows();
4177
4178                 R_ResetViewRendering3D();
4179
4180                 // don't let sound skip if going slow
4181                 if (r_refdef.scene.extraupdate)
4182                         S_ExtraUpdate ();
4183         }
4184
4185         R_ShadowVolumeLighting(false);
4186         if (r_timereport_active)
4187                 R_TimeReport("rtlights");
4188
4189         // don't let sound skip if going slow
4190         if (r_refdef.scene.extraupdate)
4191                 S_ExtraUpdate ();
4192
4193         if (cl.csqc_vidvars.drawworld)
4194         {
4195                 R_DrawLightningBeams();
4196                 if (r_timereport_active)
4197                         R_TimeReport("lightning");
4198
4199                 R_DrawDecals();
4200                 if (r_timereport_active)
4201                         R_TimeReport("decals");
4202
4203                 R_DrawParticles();
4204                 if (r_timereport_active)
4205                         R_TimeReport("particles");
4206
4207                 R_DrawExplosions();
4208                 if (r_timereport_active)
4209                         R_TimeReport("explosions");
4210         }
4211
4212         R_SetupGenericShader(true);
4213         VM_CL_AddPolygonsToMeshQueue();
4214
4215         if (r_refdef.view.showdebug)
4216         {
4217                 if (cl_locs_show.integer)
4218                 {
4219                         R_DrawLocs();
4220                         if (r_timereport_active)
4221                                 R_TimeReport("showlocs");
4222                 }
4223
4224                 if (r_drawportals.integer)
4225                 {
4226                         R_DrawPortals();
4227                         if (r_timereport_active)
4228                                 R_TimeReport("portals");
4229                 }
4230
4231                 if (r_showbboxes.value > 0)
4232                 {
4233                         R_DrawEntityBBoxes();
4234                         if (r_timereport_active)
4235                                 R_TimeReport("bboxes");
4236                 }
4237         }
4238
4239         R_SetupGenericShader(true);
4240         R_MeshQueue_RenderTransparent();
4241         if (r_timereport_active)
4242                 R_TimeReport("drawtrans");
4243
4244         R_SetupGenericShader(true);
4245
4246         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))
4247         {
4248                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4249                 if (r_timereport_active)
4250                         R_TimeReport("worlddebug");
4251                 R_DrawModelsDebug();
4252                 if (r_timereport_active)
4253                         R_TimeReport("modeldebug");
4254         }
4255
4256         R_SetupGenericShader(true);
4257
4258         if (cl.csqc_vidvars.drawworld)
4259         {
4260                 R_DrawCoronas();
4261                 if (r_timereport_active)
4262                         R_TimeReport("coronas");
4263         }
4264
4265         // don't let sound skip if going slow
4266         if (r_refdef.scene.extraupdate)
4267                 S_ExtraUpdate ();
4268
4269         R_ResetViewRendering2D();
4270 }
4271
4272 static const unsigned short bboxelements[36] =
4273 {
4274         5, 1, 3, 5, 3, 7,
4275         6, 2, 0, 6, 0, 4,
4276         7, 3, 2, 7, 2, 6,
4277         4, 0, 1, 4, 1, 5,
4278         4, 5, 7, 4, 7, 6,
4279         1, 0, 2, 1, 2, 3,
4280 };
4281
4282 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4283 {
4284         int i;
4285         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4286         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4287         GL_DepthMask(false);
4288         GL_DepthRange(0, 1);
4289         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4290         R_Mesh_Matrix(&identitymatrix);
4291         R_Mesh_ResetTextureState();
4292
4293         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4294         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4295         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4296         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4297         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4298         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4299         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4300         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4301         R_FillColors(color4f, 8, cr, cg, cb, ca);
4302         if (r_refdef.fogenabled)
4303         {
4304                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4305                 {
4306                         f1 = FogPoint_World(v);
4307                         f2 = 1 - f1;
4308                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4309                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4310                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4311                 }
4312         }
4313         R_Mesh_VertexPointer(vertex3f, 0, 0);
4314         R_Mesh_ColorPointer(color4f, 0, 0);
4315         R_Mesh_ResetTextureState();
4316         R_SetupGenericShader(false);
4317         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4318 }
4319
4320 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4321 {
4322         int i;
4323         float color[4];
4324         prvm_edict_t *edict;
4325         prvm_prog_t *prog_save = prog;
4326
4327         // this function draws bounding boxes of server entities
4328         if (!sv.active)
4329                 return;
4330
4331         GL_CullFace(GL_NONE);
4332         R_SetupGenericShader(false);
4333
4334         prog = 0;
4335         SV_VM_Begin();
4336         for (i = 0;i < numsurfaces;i++)
4337         {
4338                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4339                 switch ((int)edict->fields.server->solid)
4340                 {
4341                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4342                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4343                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4344                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4345                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4346                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4347                 }
4348                 color[3] *= r_showbboxes.value;
4349                 color[3] = bound(0, color[3], 1);
4350                 GL_DepthTest(!r_showdisabledepthtest.integer);
4351                 GL_CullFace(r_refdef.view.cullface_front);
4352                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4353         }
4354         SV_VM_End();
4355         prog = prog_save;
4356 }
4357
4358 static void R_DrawEntityBBoxes(void)
4359 {
4360         int i;
4361         prvm_edict_t *edict;
4362         vec3_t center;
4363         prvm_prog_t *prog_save = prog;
4364
4365         // this function draws bounding boxes of server entities
4366         if (!sv.active)
4367                 return;
4368
4369         prog = 0;
4370         SV_VM_Begin();
4371         for (i = 0;i < prog->num_edicts;i++)
4372         {
4373                 edict = PRVM_EDICT_NUM(i);
4374                 if (edict->priv.server->free)
4375                         continue;
4376                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4377                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4378                         continue;
4379                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4380                         continue;
4381                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4382                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4383         }
4384         SV_VM_End();
4385         prog = prog_save;
4386 }
4387
4388 unsigned short nomodelelements[24] =
4389 {
4390         5, 2, 0,
4391         5, 1, 2,
4392         5, 0, 3,
4393         5, 3, 1,
4394         0, 2, 4,
4395         2, 1, 4,
4396         3, 0, 4,
4397         1, 3, 4
4398 };
4399
4400 float nomodelvertex3f[6*3] =
4401 {
4402         -16,   0,   0,
4403          16,   0,   0,
4404           0, -16,   0,
4405           0,  16,   0,
4406           0,   0, -16,
4407           0,   0,  16
4408 };
4409
4410 float nomodelcolor4f[6*4] =
4411 {
4412         0.0f, 0.0f, 0.5f, 1.0f,
4413         0.0f, 0.0f, 0.5f, 1.0f,
4414         0.0f, 0.5f, 0.0f, 1.0f,
4415         0.0f, 0.5f, 0.0f, 1.0f,
4416         0.5f, 0.0f, 0.0f, 1.0f,
4417         0.5f, 0.0f, 0.0f, 1.0f
4418 };
4419
4420 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4421 {
4422         int i;
4423         float f1, f2, *c;
4424         float color4f[6*4];
4425         // this is only called once per entity so numsurfaces is always 1, and
4426         // surfacelist is always {0}, so this code does not handle batches
4427         R_Mesh_Matrix(&ent->matrix);
4428
4429         if (ent->flags & EF_ADDITIVE)
4430         {
4431                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4432                 GL_DepthMask(false);
4433         }
4434         else if (ent->alpha < 1)
4435         {
4436                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4437                 GL_DepthMask(false);
4438         }
4439         else
4440         {
4441                 GL_BlendFunc(GL_ONE, GL_ZERO);
4442                 GL_DepthMask(true);
4443         }
4444         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4445         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4446         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4447         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4448         R_SetupGenericShader(false);
4449         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4450         if (r_refdef.fogenabled)
4451         {
4452                 vec3_t org;
4453                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4454                 R_Mesh_ColorPointer(color4f, 0, 0);
4455                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4456                 f1 = FogPoint_World(org);
4457                 f2 = 1 - f1;
4458                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4459                 {
4460                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4461                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4462                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4463                         c[3] *= ent->alpha;
4464                 }
4465         }
4466         else if (ent->alpha != 1)
4467         {
4468                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4469                 R_Mesh_ColorPointer(color4f, 0, 0);
4470                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4471                         c[3] *= ent->alpha;
4472         }
4473         else
4474                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4475         R_Mesh_ResetTextureState();
4476         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4477 }
4478
4479 void R_DrawNoModel(entity_render_t *ent)
4480 {
4481         vec3_t org;
4482         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4483         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4484                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4485         //else
4486         //      R_DrawNoModelCallback(ent, 0);
4487 }
4488
4489 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4490 {
4491         vec3_t right1, right2, diff, normal;
4492
4493         VectorSubtract (org2, org1, normal);
4494
4495         // calculate 'right' vector for start
4496         VectorSubtract (r_refdef.view.origin, org1, diff);
4497         CrossProduct (normal, diff, right1);
4498         VectorNormalize (right1);
4499
4500         // calculate 'right' vector for end
4501         VectorSubtract (r_refdef.view.origin, org2, diff);
4502         CrossProduct (normal, diff, right2);
4503         VectorNormalize (right2);
4504
4505         vert[ 0] = org1[0] + width * right1[0];
4506         vert[ 1] = org1[1] + width * right1[1];
4507         vert[ 2] = org1[2] + width * right1[2];
4508         vert[ 3] = org1[0] - width * right1[0];
4509         vert[ 4] = org1[1] - width * right1[1];
4510         vert[ 5] = org1[2] - width * right1[2];
4511         vert[ 6] = org2[0] - width * right2[0];
4512         vert[ 7] = org2[1] - width * right2[1];
4513         vert[ 8] = org2[2] - width * right2[2];
4514         vert[ 9] = org2[0] + width * right2[0];
4515         vert[10] = org2[1] + width * right2[1];
4516         vert[11] = org2[2] + width * right2[2];
4517 }
4518
4519 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4520
4521 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)
4522 {
4523         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4524         float fog = 1.0f;
4525         float vertex3f[12];
4526
4527         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4528                 fog = FogPoint_World(origin);
4529
4530         R_Mesh_Matrix(&identitymatrix);
4531         GL_BlendFunc(blendfunc1, blendfunc2);
4532
4533         GL_CullFace(GL_NONE);
4534
4535         GL_DepthMask(false);
4536         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4537         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4538         GL_DepthTest(!depthdisable);
4539
4540         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4541         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4542         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4543         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4544         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4545         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4546         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4547         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4548         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4549         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4550         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4551         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4552
4553         R_Mesh_VertexPointer(vertex3f, 0, 0);
4554         R_Mesh_ColorPointer(NULL, 0, 0);
4555         R_Mesh_ResetTextureState();
4556         R_SetupGenericShader(true);
4557         R_Mesh_TexBind(0, R_GetTexture(texture));
4558         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4559         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4560         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4561         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4562
4563         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4564         {
4565                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4566                 GL_BlendFunc(blendfunc1, GL_ONE);
4567                 fog = 1 - fog;
4568                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4569                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4570         }
4571 }
4572
4573 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4574 {
4575         int i;
4576         float *vertex3f;
4577         float v[3];
4578         VectorSet(v, x, y, z);
4579         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4580                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4581                         break;
4582         if (i == mesh->numvertices)
4583         {
4584                 if (mesh->numvertices < mesh->maxvertices)
4585                 {
4586                         VectorCopy(v, vertex3f);
4587                         mesh->numvertices++;
4588                 }
4589                 return mesh->numvertices;
4590         }
4591         else
4592                 return i;
4593 }
4594
4595 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4596 {
4597         int i;
4598         int *e, element[3];
4599         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4600         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4601         e = mesh->element3i + mesh->numtriangles * 3;
4602         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4603         {
4604                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4605                 if (mesh->numtriangles < mesh->maxtriangles)
4606                 {
4607                         *e++ = element[0];
4608                         *e++ = element[1];
4609                         *e++ = element[2];
4610                         mesh->numtriangles++;
4611                 }
4612                 element[1] = element[2];
4613         }
4614 }
4615
4616 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4617 {
4618         int i;
4619         int *e, element[3];
4620         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4621         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4622         e = mesh->element3i + mesh->numtriangles * 3;
4623         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4624         {
4625                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4626                 if (mesh->numtriangles < mesh->maxtriangles)
4627                 {
4628                         *e++ = element[0];
4629                         *e++ = element[1];
4630                         *e++ = element[2];
4631                         mesh->numtriangles++;
4632                 }
4633                 element[1] = element[2];
4634         }
4635 }
4636
4637 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4638 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4639 {
4640         int planenum, planenum2;
4641         int w;
4642         int tempnumpoints;
4643         mplane_t *plane, *plane2;
4644         double maxdist;
4645         double temppoints[2][256*3];
4646         // figure out how large a bounding box we need to properly compute this brush
4647         maxdist = 0;
4648         for (w = 0;w < numplanes;w++)
4649                 maxdist = max(maxdist, planes[w].dist);
4650         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4651         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4652         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4653         {
4654                 w = 0;
4655                 tempnumpoints = 4;
4656                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4657                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4658                 {
4659                         if (planenum2 == planenum)
4660                                 continue;
4661                         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);
4662                         w = !w;
4663                 }
4664                 if (tempnumpoints < 3)
4665                         continue;
4666                 // generate elements forming a triangle fan for this polygon
4667                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4668         }
4669 }
4670
4671 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)
4672 {
4673         texturelayer_t *layer;
4674         layer = t->currentlayers + t->currentnumlayers++;
4675         layer->type = type;
4676         layer->depthmask = depthmask;
4677         layer->blendfunc1 = blendfunc1;
4678         layer->blendfunc2 = blendfunc2;
4679         layer->texture = texture;
4680         layer->texmatrix = *matrix;
4681         layer->color[0] = r * r_refdef.view.colorscale;
4682         layer->color[1] = g * r_refdef.view.colorscale;
4683         layer->color[2] = b * r_refdef.view.colorscale;
4684         layer->color[3] = a;
4685 }
4686
4687 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4688 {
4689         double index, f;
4690         index = parms[2] + r_refdef.scene.time * parms[3];
4691         index -= floor(index);
4692         switch (func)
4693         {
4694         default:
4695         case Q3WAVEFUNC_NONE:
4696         case Q3WAVEFUNC_NOISE:
4697         case Q3WAVEFUNC_COUNT:
4698                 f = 0;
4699                 break;
4700         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4701         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4702         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4703         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4704         case Q3WAVEFUNC_TRIANGLE:
4705                 index *= 4;
4706                 f = index - floor(index);
4707                 if (index < 1)
4708                         f = f;
4709                 else if (index < 2)
4710                         f = 1 - f;
4711                 else if (index < 3)
4712                         f = -f;
4713                 else
4714                         f = -(1 - f);
4715                 break;
4716         }
4717         return (float)(parms[0] + parms[1] * f);
4718 }
4719
4720 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4721 {
4722         int w, h, idx;
4723         float f;
4724         float tcmat[12];
4725         matrix4x4_t matrix, temp;
4726         switch(tcmod->tcmod)
4727         {
4728                 case Q3TCMOD_COUNT:
4729                 case Q3TCMOD_NONE:
4730                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4731                                 matrix = r_waterscrollmatrix;
4732                         else
4733                                 matrix = identitymatrix;
4734                         break;
4735                 case Q3TCMOD_ENTITYTRANSLATE:
4736                         // this is used in Q3 to allow the gamecode to control texcoord
4737                         // scrolling on the entity, which is not supported in darkplaces yet.
4738                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4739                         break;
4740                 case Q3TCMOD_ROTATE:
4741                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4742                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4743                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4744                         break;
4745                 case Q3TCMOD_SCALE:
4746                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4747                         break;
4748                 case Q3TCMOD_SCROLL:
4749                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4750                         break;
4751                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4752                         w = (int) tcmod->parms[0];
4753                         h = (int) tcmod->parms[1];
4754                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4755                         f = f - floor(f);
4756                         idx = (int) floor(f * w * h);
4757                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4758                         break;
4759                 case Q3TCMOD_STRETCH:
4760                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4761                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4762                         break;
4763                 case Q3TCMOD_TRANSFORM:
4764                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4765                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4766                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4767                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4768                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4769                         break;
4770                 case Q3TCMOD_TURBULENT:
4771                         // this is handled in the RSurf_PrepareVertices function
4772                         matrix = identitymatrix;
4773                         break;
4774         }
4775         temp = *texmatrix;
4776         Matrix4x4_Concat(texmatrix, &matrix, &temp);
4777 }
4778
4779 texture_t *R_GetCurrentTexture(texture_t *t)
4780 {
4781         int i;
4782         const entity_render_t *ent = rsurface.entity;
4783         dp_model_t *model = ent->model;
4784         q3shaderinfo_layer_tcmod_t *tcmod;
4785
4786         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4787                 return t->currentframe;
4788         t->update_lastrenderframe = r_frame;
4789         t->update_lastrenderentity = (void *)ent;
4790
4791         // switch to an alternate material if this is a q1bsp animated material
4792         {
4793                 texture_t *texture = t;
4794                 int s = ent->skinnum;
4795                 if ((unsigned int)s >= (unsigned int)model->numskins)
4796                         s = 0;
4797                 if (model->skinscenes)
4798                 {
4799                         if (model->skinscenes[s].framecount > 1)
4800                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4801                         else
4802                                 s = model->skinscenes[s].firstframe;
4803                 }
4804                 if (s > 0)
4805                         t = t + s * model->num_surfaces;
4806                 if (t->animated)
4807                 {
4808                         // use an alternate animation if the entity's frame is not 0,
4809                         // and only if the texture has an alternate animation
4810                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4811                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4812                         else
4813                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4814                 }
4815                 texture->currentframe = t;
4816         }
4817
4818         // update currentskinframe to be a qw skin or animation frame
4819         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"))
4820         {
4821                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4822                 {
4823                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4824                         if (developer_loading.integer)
4825                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4826                         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);
4827                 }
4828                 t->currentskinframe = r_qwskincache_skinframe[i];
4829                 if (t->currentskinframe == NULL)
4830                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4831         }
4832         else if (t->numskinframes >= 2)
4833                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4834         if (t->backgroundnumskinframes >= 2)
4835                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4836
4837         t->currentmaterialflags = t->basematerialflags;
4838         t->currentalpha = ent->alpha;
4839         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4840                 t->currentalpha *= r_wateralpha.value;
4841         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4842                 t->currentalpha *= t->r_water_wateralpha;
4843         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4844                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4845         if (!(ent->flags & RENDER_LIGHT))
4846                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4847         else if (rsurface.modeltexcoordlightmap2f == NULL)
4848         {
4849                 // pick a model lighting mode
4850                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4851                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4852                 else
4853                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4854         }
4855         if (ent->effects & EF_ADDITIVE)
4856                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4857         else if (t->currentalpha < 1)
4858                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4859         if (ent->effects & EF_DOUBLESIDED)
4860                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4861         if (ent->effects & EF_NODEPTHTEST)
4862                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4863         if (ent->flags & RENDER_VIEWMODEL)
4864                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4865         if (t->backgroundnumskinframes)
4866                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4867         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4868         {
4869                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4870                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4871         }
4872         else
4873                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4874
4875         // there is no tcmod
4876         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4877         {
4878                 t->currenttexmatrix = r_waterscrollmatrix;
4879                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
4880         }
4881         else
4882         {
4883                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
4884                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
4885         }
4886
4887         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4888                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
4889         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4890                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
4891
4892         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4893         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4894         t->glosstexture = r_texture_black;
4895         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4896         t->backgroundglosstexture = r_texture_black;
4897         t->specularpower = r_shadow_glossexponent.value;
4898         // TODO: store reference values for these in the texture?
4899         t->specularscale = 0;
4900         if (r_shadow_gloss.integer > 0)
4901         {
4902                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4903                 {
4904                         if (r_shadow_glossintensity.value > 0)
4905                         {
4906                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4907                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4908                                 t->specularscale = r_shadow_glossintensity.value;
4909                         }
4910                 }
4911                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4912                 {
4913                         t->glosstexture = r_texture_white;
4914                         t->backgroundglosstexture = r_texture_white;
4915                         t->specularscale = r_shadow_gloss2intensity.value;
4916                 }
4917         }
4918
4919         // lightmaps mode looks bad with dlights using actual texturing, so turn
4920         // off the colormap and glossmap, but leave the normalmap on as it still
4921         // accurately represents the shading involved
4922         if (gl_lightmaps.integer)
4923         {
4924                 t->basetexture = r_texture_grey128;
4925                 t->backgroundbasetexture = NULL;
4926                 t->specularscale = 0;
4927                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4928         }
4929
4930         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4931         VectorClear(t->dlightcolor);
4932         t->currentnumlayers = 0;
4933         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4934         {
4935                 int layerflags = 0;
4936                 int blendfunc1, blendfunc2, depthmask;
4937                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4938                 {
4939                         blendfunc1 = GL_SRC_ALPHA;
4940                         blendfunc2 = GL_ONE;
4941                 }
4942                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4943                 {
4944                         blendfunc1 = GL_SRC_ALPHA;
4945                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4946                 }
4947                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4948                 {
4949                         blendfunc1 = t->customblendfunc[0];
4950                         blendfunc2 = t->customblendfunc[1];
4951                 }
4952                 else
4953                 {
4954                         blendfunc1 = GL_ONE;
4955                         blendfunc2 = GL_ZERO;
4956                 }
4957                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4958                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4959                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4960                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4961                 {
4962                         // fullbright is not affected by r_refdef.lightmapintensity
4963                         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]);
4964                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4965                                 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]);
4966                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4967                                 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]);
4968                 }
4969                 else
4970                 {
4971                         vec3_t ambientcolor;
4972                         float colorscale;
4973                         // set the color tint used for lights affecting this surface
4974                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4975                         colorscale = 2;
4976                         // q3bsp has no lightmap updates, so the lightstylevalue that
4977                         // would normally be baked into the lightmap must be
4978                         // applied to the color
4979                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4980                         if (ent->model->type == mod_brushq3)
4981                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4982                         colorscale *= r_refdef.lightmapintensity;
4983                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4984                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4985                         // basic lit geometry
4986                         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]);
4987                         // add pants/shirt if needed
4988                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4989                                 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]);
4990                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4991                                 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]);
4992                         // now add ambient passes if needed
4993                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4994                         {
4995                                 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]);
4996                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4997                                         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]);
4998                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4999                                         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]);
5000                         }
5001                 }
5002                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5003                         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]);
5004                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5005                 {
5006                         // if this is opaque use alpha blend which will darken the earlier
5007                         // passes cheaply.
5008                         //
5009                         // if this is an alpha blended material, all the earlier passes
5010                         // were darkened by fog already, so we only need to add the fog
5011                         // color ontop through the fog mask texture
5012                         //
5013                         // if this is an additive blended material, all the earlier passes
5014                         // were darkened by fog already, and we should not add fog color
5015                         // (because the background was not darkened, there is no fog color
5016                         // that was lost behind it).
5017                         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]);
5018                 }
5019         }
5020
5021         return t->currentframe;
5022 }
5023
5024 rsurfacestate_t rsurface;
5025
5026 void R_Mesh_ResizeArrays(int newvertices)
5027 {
5028         float *base;
5029         if (rsurface.array_size >= newvertices)
5030                 return;
5031         if (rsurface.array_modelvertex3f)
5032                 Mem_Free(rsurface.array_modelvertex3f);
5033         rsurface.array_size = (newvertices + 1023) & ~1023;
5034         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5035         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5036         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5037         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5038         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5039         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5040         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5041         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5042         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5043         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5044         rsurface.array_color4f           = base + rsurface.array_size * 27;
5045         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5046 }
5047
5048 void RSurf_ActiveWorldEntity(void)
5049 {
5050         dp_model_t *model = r_refdef.scene.worldmodel;
5051         //if (rsurface.entity == r_refdef.scene.worldentity)
5052         //      return;
5053         rsurface.entity = r_refdef.scene.worldentity;
5054         if (rsurface.array_size < model->surfmesh.num_vertices)
5055                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5056         rsurface.matrix = identitymatrix;
5057         rsurface.inversematrix = identitymatrix;
5058         R_Mesh_Matrix(&identitymatrix);
5059         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5060         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5061         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5062         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5063         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5064         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5065         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5066         rsurface.frameblend[0].lerp = 1;
5067         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5068         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5069         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5070         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5071         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5072         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5073         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5074         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5075         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5076         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5077         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5078         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5079         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5080         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5081         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5082         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5083         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5084         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5085         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5086         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5087         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5088         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5089         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5090         rsurface.modelelement3i = model->surfmesh.data_element3i;
5091         rsurface.modelelement3s = model->surfmesh.data_element3s;
5092         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5093         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5094         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5095         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5096         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5097         rsurface.modelsurfaces = model->data_surfaces;
5098         rsurface.generatedvertex = false;
5099         rsurface.vertex3f  = rsurface.modelvertex3f;
5100         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5101         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5102         rsurface.svector3f = rsurface.modelsvector3f;
5103         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5104         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5105         rsurface.tvector3f = rsurface.modeltvector3f;
5106         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5107         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5108         rsurface.normal3f  = rsurface.modelnormal3f;
5109         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5110         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5111         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5112 }
5113
5114 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5115 {
5116         dp_model_t *model = ent->model;
5117         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5118         //      return;
5119         rsurface.entity = (entity_render_t *)ent;
5120         if (rsurface.array_size < model->surfmesh.num_vertices)
5121                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5122         rsurface.matrix = ent->matrix;
5123         rsurface.inversematrix = ent->inversematrix;
5124         R_Mesh_Matrix(&rsurface.matrix);
5125         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5126         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5127         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5128         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5129         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5130         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5131         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5132         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5133         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5134         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5135         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5136         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5137         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5138         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5139         if (ent->model->brush.submodel)
5140         {
5141                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5142                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5143         }
5144         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5145         {
5146                 if (wanttangents)
5147                 {
5148                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5149                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5150                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5151                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5152                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5153                 }
5154                 else if (wantnormals)
5155                 {
5156                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5157                         rsurface.modelsvector3f = NULL;
5158                         rsurface.modeltvector3f = NULL;
5159                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5160                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5161                 }
5162                 else
5163                 {
5164                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5165                         rsurface.modelsvector3f = NULL;
5166                         rsurface.modeltvector3f = NULL;
5167                         rsurface.modelnormal3f = NULL;
5168                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5169                 }
5170                 rsurface.modelvertex3f_bufferobject = 0;
5171                 rsurface.modelvertex3f_bufferoffset = 0;
5172                 rsurface.modelsvector3f_bufferobject = 0;
5173                 rsurface.modelsvector3f_bufferoffset = 0;
5174                 rsurface.modeltvector3f_bufferobject = 0;
5175                 rsurface.modeltvector3f_bufferoffset = 0;
5176                 rsurface.modelnormal3f_bufferobject = 0;
5177                 rsurface.modelnormal3f_bufferoffset = 0;
5178                 rsurface.generatedvertex = true;
5179         }
5180         else
5181         {
5182                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5183                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5184                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5185                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5186                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5187                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5188                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5189                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5190                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5191                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5192                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5193                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5194                 rsurface.generatedvertex = false;
5195         }
5196         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5197         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5198         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5199         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5200         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5201         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5202         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5203         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5204         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5205         rsurface.modelelement3i = model->surfmesh.data_element3i;
5206         rsurface.modelelement3s = model->surfmesh.data_element3s;
5207         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5208         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5209         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5210         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5211         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5212         rsurface.modelsurfaces = model->data_surfaces;
5213         rsurface.vertex3f  = rsurface.modelvertex3f;
5214         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5215         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5216         rsurface.svector3f = rsurface.modelsvector3f;
5217         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5218         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5219         rsurface.tvector3f = rsurface.modeltvector3f;
5220         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5221         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5222         rsurface.normal3f  = rsurface.modelnormal3f;
5223         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5224         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5225         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5226 }
5227
5228 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5229 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5230 {
5231         int deformindex;
5232         int texturesurfaceindex;
5233         int i, j;
5234         float amplitude;
5235         float animpos;
5236         float scale;
5237         const float *v1, *in_tc;
5238         float *out_tc;
5239         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5240         float waveparms[4];
5241         q3shaderinfo_deform_t *deform;
5242         // 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
5243         if (rsurface.generatedvertex)
5244         {
5245                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5246                         generatenormals = true;
5247                 for (i = 0;i < Q3MAXDEFORMS;i++)
5248                 {
5249                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5250                         {
5251                                 generatetangents = true;
5252                                 generatenormals = true;
5253                         }
5254                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5255                                 generatenormals = true;
5256                 }
5257                 if (generatenormals && !rsurface.modelnormal3f)
5258                 {
5259                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5260                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5261                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5262                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5263                 }
5264                 if (generatetangents && !rsurface.modelsvector3f)
5265                 {
5266                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5267                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5268                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5269                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5270                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5271                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5272                         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);
5273                 }
5274         }
5275         rsurface.vertex3f  = rsurface.modelvertex3f;
5276         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5277         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5278         rsurface.svector3f = rsurface.modelsvector3f;
5279         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5280         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5281         rsurface.tvector3f = rsurface.modeltvector3f;
5282         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5283         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5284         rsurface.normal3f  = rsurface.modelnormal3f;
5285         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5286         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5287         // if vertices are deformed (sprite flares and things in maps, possibly
5288         // water waves, bulges and other deformations), generate them into
5289         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5290         // (may be static model data or generated data for an animated model, or
5291         //  the previous deform pass)
5292         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5293         {
5294                 switch (deform->deform)
5295                 {
5296                 default:
5297                 case Q3DEFORM_PROJECTIONSHADOW:
5298                 case Q3DEFORM_TEXT0:
5299                 case Q3DEFORM_TEXT1:
5300                 case Q3DEFORM_TEXT2:
5301                 case Q3DEFORM_TEXT3:
5302                 case Q3DEFORM_TEXT4:
5303                 case Q3DEFORM_TEXT5:
5304                 case Q3DEFORM_TEXT6:
5305                 case Q3DEFORM_TEXT7:
5306                 case Q3DEFORM_NONE:
5307                         break;
5308                 case Q3DEFORM_AUTOSPRITE:
5309                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5310                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5311                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5312                         VectorNormalize(newforward);
5313                         VectorNormalize(newright);
5314                         VectorNormalize(newup);
5315                         // make deformed versions of only the model vertices used by the specified surfaces
5316                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5317                         {
5318                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5319                                 // a single autosprite surface can contain multiple sprites...
5320                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5321                                 {
5322                                         VectorClear(center);
5323                                         for (i = 0;i < 4;i++)
5324                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5325                                         VectorScale(center, 0.25f, center);
5326                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5327                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5328                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5329                                         for (i = 0;i < 4;i++)
5330                                         {
5331                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5332                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5333                                         }
5334                                 }
5335                                 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);
5336                                 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);
5337                         }
5338                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5339                         rsurface.vertex3f_bufferobject = 0;
5340                         rsurface.vertex3f_bufferoffset = 0;
5341                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5342                         rsurface.svector3f_bufferobject = 0;
5343                         rsurface.svector3f_bufferoffset = 0;
5344                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5345                         rsurface.tvector3f_bufferobject = 0;
5346                         rsurface.tvector3f_bufferoffset = 0;
5347                         rsurface.normal3f = rsurface.array_deformednormal3f;
5348                         rsurface.normal3f_bufferobject = 0;
5349                         rsurface.normal3f_bufferoffset = 0;
5350                         break;
5351                 case Q3DEFORM_AUTOSPRITE2:
5352                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5353                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5354                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5355                         VectorNormalize(newforward);
5356                         VectorNormalize(newright);
5357                         VectorNormalize(newup);
5358                         // make deformed versions of only the model vertices used by the specified surfaces
5359                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5360                         {
5361                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5362                                 const float *v1, *v2;
5363                                 vec3_t start, end;
5364                                 float f, l;
5365                                 struct
5366                                 {
5367                                         float length2;
5368                                         const float *v1;
5369                                         const float *v2;
5370                                 }
5371                                 shortest[2];
5372                                 memset(shortest, 0, sizeof(shortest));
5373                                 // a single autosprite surface can contain multiple sprites...
5374                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5375                                 {
5376                                         VectorClear(center);
5377                                         for (i = 0;i < 4;i++)
5378                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5379                                         VectorScale(center, 0.25f, center);
5380                                         // find the two shortest edges, then use them to define the
5381                                         // axis vectors for rotating around the central axis
5382                                         for (i = 0;i < 6;i++)
5383                                         {
5384                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5385                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5386 #if 0
5387                                                 Debug_PolygonBegin(NULL, 0);
5388                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5389                                                 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);
5390                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5391                                                 Debug_PolygonEnd();
5392 #endif
5393                                                 l = VectorDistance2(v1, v2);
5394                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5395                                                 if (v1[2] != v2[2])
5396                                                         l += (1.0f / 1024.0f);
5397                                                 if (shortest[0].length2 > l || i == 0)
5398                                                 {
5399                                                         shortest[1] = shortest[0];
5400                                                         shortest[0].length2 = l;
5401                                                         shortest[0].v1 = v1;
5402                                                         shortest[0].v2 = v2;
5403                                                 }
5404                                                 else if (shortest[1].length2 > l || i == 1)
5405                                                 {
5406                                                         shortest[1].length2 = l;
5407                                                         shortest[1].v1 = v1;
5408                                                         shortest[1].v2 = v2;
5409                                                 }
5410                                         }
5411                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5412                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5413 #if 0
5414                                         Debug_PolygonBegin(NULL, 0);
5415                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5416                                         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);
5417                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5418                                         Debug_PolygonEnd();
5419 #endif
5420                                         // this calculates the right vector from the shortest edge
5421                                         // and the up vector from the edge midpoints
5422                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5423                                         VectorNormalize(right);
5424                                         VectorSubtract(end, start, up);
5425                                         VectorNormalize(up);
5426                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5427                                         //VectorSubtract(rsurface.modelorg, center, forward);
5428                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5429                                         VectorNegate(forward, forward);
5430                                         VectorReflect(forward, 0, up, forward);
5431                                         VectorNormalize(forward);
5432                                         CrossProduct(up, forward, newright);
5433                                         VectorNormalize(newright);
5434 #if 0
5435                                         Debug_PolygonBegin(NULL, 0);
5436                                         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);
5437                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5438                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5439                                         Debug_PolygonEnd();
5440 #endif
5441 #if 0
5442                                         Debug_PolygonBegin(NULL, 0);
5443                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5444                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5445                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5446                                         Debug_PolygonEnd();
5447 #endif
5448                                         // rotate the quad around the up axis vector, this is made
5449                                         // especially easy by the fact we know the quad is flat,
5450                                         // so we only have to subtract the center position and
5451                                         // measure distance along the right vector, and then
5452                                         // multiply that by the newright vector and add back the
5453                                         // center position
5454                                         // we also need to subtract the old position to undo the
5455                                         // displacement from the center, which we do with a
5456                                         // DotProduct, the subtraction/addition of center is also
5457                                         // optimized into DotProducts here
5458                                         l = DotProduct(right, center);
5459                                         for (i = 0;i < 4;i++)
5460                                         {
5461                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5462                                                 f = DotProduct(right, v1) - l;
5463                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5464                                         }
5465                                 }
5466                                 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);
5467                                 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);
5468                         }
5469                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5470                         rsurface.vertex3f_bufferobject = 0;
5471                         rsurface.vertex3f_bufferoffset = 0;
5472                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5473                         rsurface.svector3f_bufferobject = 0;
5474                         rsurface.svector3f_bufferoffset = 0;
5475                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5476                         rsurface.tvector3f_bufferobject = 0;
5477                         rsurface.tvector3f_bufferoffset = 0;
5478                         rsurface.normal3f = rsurface.array_deformednormal3f;
5479                         rsurface.normal3f_bufferobject = 0;
5480                         rsurface.normal3f_bufferoffset = 0;
5481                         break;
5482                 case Q3DEFORM_NORMAL:
5483                         // deform the normals to make reflections wavey
5484                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5485                         {
5486                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5487                                 for (j = 0;j < surface->num_vertices;j++)
5488                                 {
5489                                         float vertex[3];
5490                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5491                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5492                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5493                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5494                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5495                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5496                                         VectorNormalize(normal);
5497                                 }
5498                                 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);
5499                         }
5500                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5501                         rsurface.svector3f_bufferobject = 0;
5502                         rsurface.svector3f_bufferoffset = 0;
5503                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5504                         rsurface.tvector3f_bufferobject = 0;
5505                         rsurface.tvector3f_bufferoffset = 0;
5506                         rsurface.normal3f = rsurface.array_deformednormal3f;
5507                         rsurface.normal3f_bufferobject = 0;
5508                         rsurface.normal3f_bufferoffset = 0;
5509                         break;
5510                 case Q3DEFORM_WAVE:
5511                         // deform vertex array to make wavey water and flags and such
5512                         waveparms[0] = deform->waveparms[0];
5513                         waveparms[1] = deform->waveparms[1];
5514                         waveparms[2] = deform->waveparms[2];
5515                         waveparms[3] = deform->waveparms[3];
5516                         // this is how a divisor of vertex influence on deformation
5517                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5518                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5519                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5520                         {
5521                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5522                                 for (j = 0;j < surface->num_vertices;j++)
5523                                 {
5524                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5525                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5526                                         // if the wavefunc depends on time, evaluate it per-vertex
5527                                         if (waveparms[3])
5528                                         {
5529                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5530                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5531                                         }
5532                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5533                                 }
5534                         }
5535                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5536                         rsurface.vertex3f_bufferobject = 0;
5537                         rsurface.vertex3f_bufferoffset = 0;
5538                         break;
5539                 case Q3DEFORM_BULGE:
5540                         // deform vertex array to make the surface have moving bulges
5541                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5542                         {
5543                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5544                                 for (j = 0;j < surface->num_vertices;j++)
5545                                 {
5546                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5547                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5548                                 }
5549                         }
5550                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5551                         rsurface.vertex3f_bufferobject = 0;
5552                         rsurface.vertex3f_bufferoffset = 0;
5553                         break;
5554                 case Q3DEFORM_MOVE:
5555                         // deform vertex array
5556                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5557                         VectorScale(deform->parms, scale, waveparms);
5558                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5559                         {
5560                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5561                                 for (j = 0;j < surface->num_vertices;j++)
5562                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5563                         }
5564                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5565                         rsurface.vertex3f_bufferobject = 0;
5566                         rsurface.vertex3f_bufferoffset = 0;
5567                         break;
5568                 }
5569         }
5570         // generate texcoords based on the chosen texcoord source
5571         switch(rsurface.texture->tcgen.tcgen)
5572         {
5573         default:
5574         case Q3TCGEN_TEXTURE:
5575                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5576                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5577                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5578                 break;
5579         case Q3TCGEN_LIGHTMAP:
5580                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5581                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5582                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5583                 break;
5584         case Q3TCGEN_VECTOR:
5585                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5586                 {
5587                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5588                         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)
5589                         {
5590                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5591                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5592                         }
5593                 }
5594                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5595                 rsurface.texcoordtexture2f_bufferobject  = 0;
5596                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5597                 break;
5598         case Q3TCGEN_ENVIRONMENT:
5599                 // make environment reflections using a spheremap
5600                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5601                 {
5602                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5603                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5604                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5605                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5606                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5607                         {
5608                                 // identical to Q3A's method, but executed in worldspace so
5609                                 // carried models can be shiny too
5610
5611                                 float viewer[3], d, reflected[3], worldreflected[3];
5612
5613                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
5614                                 // VectorNormalize(viewer);
5615
5616                                 d = DotProduct(normal, viewer);
5617
5618                                 reflected[0] = normal[0]*2*d - viewer[0];
5619                                 reflected[1] = normal[1]*2*d - viewer[1];
5620                                 reflected[2] = normal[2]*2*d - viewer[2];
5621                                 // note: this is proportinal to viewer, so we can normalize later
5622
5623                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5624                                 VectorNormalize(worldreflected);
5625
5626                                 // note: this sphere map only uses world x and z!
5627                                 // so positive and negative y will LOOK THE SAME.
5628                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5629                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5630                         }
5631                 }
5632                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5633                 rsurface.texcoordtexture2f_bufferobject  = 0;
5634                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5635                 break;
5636         }
5637         // the only tcmod that needs software vertex processing is turbulent, so
5638         // check for it here and apply the changes if needed
5639         // and we only support that as the first one
5640         // (handling a mixture of turbulent and other tcmods would be problematic
5641         //  without punting it entirely to a software path)
5642         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5643         {
5644                 amplitude = rsurface.texture->tcmods[0].parms[1];
5645                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5646                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5647                 {
5648                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5649                         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)
5650                         {
5651                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5652                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5653                         }
5654                 }
5655                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5656                 rsurface.texcoordtexture2f_bufferobject  = 0;
5657                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5658         }
5659         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5660         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5661         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5662         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5663 }
5664
5665 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5666 {
5667         int i, j;
5668         const msurface_t *surface = texturesurfacelist[0];
5669         const msurface_t *surface2;
5670         int firstvertex;
5671         int endvertex;
5672         int numvertices;
5673         int numtriangles;
5674         // TODO: lock all array ranges before render, rather than on each surface
5675         if (texturenumsurfaces == 1)
5676         {
5677                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5678                 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);
5679         }
5680         else if (r_batchmode.integer == 2)
5681         {
5682                 #define MAXBATCHTRIANGLES 4096
5683                 int batchtriangles = 0;
5684                 int batchelements[MAXBATCHTRIANGLES*3];
5685                 for (i = 0;i < texturenumsurfaces;i = j)
5686                 {
5687                         surface = texturesurfacelist[i];
5688                         j = i + 1;
5689                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5690                         {
5691                                 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);
5692                                 continue;
5693                         }
5694                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5695                         batchtriangles = surface->num_triangles;
5696                         firstvertex = surface->num_firstvertex;
5697                         endvertex = surface->num_firstvertex + surface->num_vertices;
5698                         for (;j < texturenumsurfaces;j++)
5699                         {
5700                                 surface2 = texturesurfacelist[j];
5701                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5702                                         break;
5703                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5704                                 batchtriangles += surface2->num_triangles;
5705                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5706                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5707                         }
5708                         surface2 = texturesurfacelist[j-1];
5709                         numvertices = endvertex - firstvertex;
5710                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5711                 }
5712         }
5713         else if (r_batchmode.integer == 1)
5714         {
5715                 for (i = 0;i < texturenumsurfaces;i = j)
5716                 {
5717                         surface = texturesurfacelist[i];
5718                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5719                                 if (texturesurfacelist[j] != surface2)
5720                                         break;
5721                         surface2 = texturesurfacelist[j-1];
5722                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5723                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5724                         GL_LockArrays(surface->num_firstvertex, numvertices);
5725                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5726                 }
5727         }
5728         else
5729         {
5730                 for (i = 0;i < texturenumsurfaces;i++)
5731                 {
5732                         surface = texturesurfacelist[i];
5733                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5734                         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);
5735                 }
5736         }
5737 }
5738
5739 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5740 {
5741         int i, planeindex, vertexindex;
5742         float d, bestd;
5743         vec3_t vert;
5744         const float *v;
5745         r_waterstate_waterplane_t *p, *bestp;
5746         msurface_t *surface;
5747         if (r_waterstate.renderingscene)
5748                 return;
5749         for (i = 0;i < texturenumsurfaces;i++)
5750         {
5751                 surface = texturesurfacelist[i];
5752                 if (lightmaptexunit >= 0)
5753                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5754                 if (deluxemaptexunit >= 0)
5755                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5756                 // pick the closest matching water plane
5757                 bestd = 0;
5758                 bestp = NULL;
5759                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5760                 {
5761                         d = 0;
5762                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5763                         {
5764                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5765                                 d += fabs(PlaneDiff(vert, &p->plane));
5766                         }
5767                         if (bestd > d || !bestp)
5768                         {
5769                                 bestd = d;
5770                                 bestp = p;
5771                         }
5772                 }
5773                 if (bestp)
5774                 {
5775                         if (refractiontexunit >= 0)
5776                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5777                         if (reflectiontexunit >= 0)
5778                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5779                 }
5780                 else
5781                 {
5782                         if (refractiontexunit >= 0)
5783                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5784                         if (reflectiontexunit >= 0)
5785                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5786                 }
5787                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5788                 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);
5789         }
5790 }
5791
5792 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5793 {
5794         int i;
5795         int j;
5796         const msurface_t *surface = texturesurfacelist[0];
5797         const msurface_t *surface2;
5798         int firstvertex;
5799         int endvertex;
5800         int numvertices;
5801         int numtriangles;
5802         // TODO: lock all array ranges before render, rather than on each surface
5803         if (texturenumsurfaces == 1)
5804         {
5805                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5806                 if (deluxemaptexunit >= 0)
5807                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5808                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5809                 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);
5810         }
5811         else if (r_batchmode.integer == 2)
5812         {
5813                 #define MAXBATCHTRIANGLES 4096
5814                 int batchtriangles = 0;
5815                 int batchelements[MAXBATCHTRIANGLES*3];
5816                 for (i = 0;i < texturenumsurfaces;i = j)
5817                 {
5818                         surface = texturesurfacelist[i];
5819                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5820                         if (deluxemaptexunit >= 0)
5821                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5822                         j = i + 1;
5823                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5824                         {
5825                                 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);
5826                                 continue;
5827                         }
5828                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5829                         batchtriangles = surface->num_triangles;
5830                         firstvertex = surface->num_firstvertex;
5831                         endvertex = surface->num_firstvertex + surface->num_vertices;
5832                         for (;j < texturenumsurfaces;j++)
5833                         {
5834                                 surface2 = texturesurfacelist[j];
5835                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5836                                         break;
5837                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5838                                 batchtriangles += surface2->num_triangles;
5839                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5840                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5841                         }
5842                         surface2 = texturesurfacelist[j-1];
5843                         numvertices = endvertex - firstvertex;
5844                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5845                 }
5846         }
5847         else if (r_batchmode.integer == 1)
5848         {
5849 #if 0
5850                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5851                 for (i = 0;i < texturenumsurfaces;i = j)
5852                 {
5853                         surface = texturesurfacelist[i];
5854                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5855                                 if (texturesurfacelist[j] != surface2)
5856                                         break;
5857                         Con_Printf(" %i", j - i);
5858                 }
5859                 Con_Printf("\n");
5860                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5861 #endif
5862                 for (i = 0;i < texturenumsurfaces;i = j)
5863                 {
5864                         surface = texturesurfacelist[i];
5865                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5866                         if (deluxemaptexunit >= 0)
5867                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5868                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5869                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5870                                         break;
5871 #if 0
5872                         Con_Printf(" %i", j - i);
5873 #endif
5874                         surface2 = texturesurfacelist[j-1];
5875                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5876                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5877                         GL_LockArrays(surface->num_firstvertex, numvertices);
5878                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5879                 }
5880 #if 0
5881                 Con_Printf("\n");
5882 #endif
5883         }
5884         else
5885         {
5886                 for (i = 0;i < texturenumsurfaces;i++)
5887                 {
5888                         surface = texturesurfacelist[i];
5889                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5890                         if (deluxemaptexunit >= 0)
5891                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5892                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5893                         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);
5894                 }
5895         }
5896 }
5897
5898 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5899 {
5900         int j;
5901         int texturesurfaceindex;
5902         if (r_showsurfaces.integer == 2)
5903         {
5904                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5905                 {
5906                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5907                         for (j = 0;j < surface->num_triangles;j++)
5908                         {
5909                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5910                                 GL_Color(f, f, f, 1);
5911                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5912                         }
5913                 }
5914         }
5915         else
5916         {
5917                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5918                 {
5919                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5920                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5921                         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);
5922                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5923                         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);
5924                 }
5925         }
5926 }
5927
5928 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5929 {
5930         int texturesurfaceindex;
5931         int i;
5932         float *v, *c2;
5933         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5934         {
5935                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5936                 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)
5937                 {
5938                         c2[0] = 0.5;
5939                         c2[1] = 0.5;
5940                         c2[2] = 0.5;
5941                         c2[3] = 1;
5942                 }
5943         }
5944         rsurface.lightmapcolor4f = rsurface.array_color4f;
5945         rsurface.lightmapcolor4f_bufferobject = 0;
5946         rsurface.lightmapcolor4f_bufferoffset = 0;
5947 }
5948
5949 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5950 {
5951         int texturesurfaceindex;
5952         int i;
5953         float f;
5954         float *v, *c, *c2;
5955         if (rsurface.lightmapcolor4f)
5956         {
5957                 // generate color arrays for the surfaces in this list
5958                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5959                 {
5960                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5961                         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)
5962                         {
5963                                 f = FogPoint_Model(v);
5964                                 c2[0] = c[0] * f;
5965                                 c2[1] = c[1] * f;
5966                                 c2[2] = c[2] * f;
5967                                 c2[3] = c[3];
5968                         }
5969                 }
5970         }
5971         else
5972         {
5973                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5974                 {
5975                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5976                         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)
5977                         {
5978                                 f = FogPoint_Model(v);
5979                                 c2[0] = f;
5980                                 c2[1] = f;
5981                                 c2[2] = f;
5982                                 c2[3] = 1;
5983                         }
5984                 }
5985         }
5986         rsurface.lightmapcolor4f = rsurface.array_color4f;
5987         rsurface.lightmapcolor4f_bufferobject = 0;
5988         rsurface.lightmapcolor4f_bufferoffset = 0;
5989 }
5990
5991 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5992 {
5993         int texturesurfaceindex;
5994         int i;
5995         float f;
5996         float *v, *c, *c2;
5997         if (!rsurface.lightmapcolor4f)
5998                 return;
5999         // generate color arrays for the surfaces in this list
6000         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6001         {
6002                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6003                 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)
6004                 {
6005                         f = FogPoint_Model(v);
6006                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6007                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6008                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6009                         c2[3] = c[3];
6010                 }
6011         }
6012         rsurface.lightmapcolor4f = rsurface.array_color4f;
6013         rsurface.lightmapcolor4f_bufferobject = 0;
6014         rsurface.lightmapcolor4f_bufferoffset = 0;
6015 }
6016
6017 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6018 {
6019         int texturesurfaceindex;
6020         int i;
6021         float *c, *c2;
6022         if (!rsurface.lightmapcolor4f)
6023                 return;
6024         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6025         {
6026                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6027                 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)
6028                 {
6029                         c2[0] = c[0] * r;
6030                         c2[1] = c[1] * g;
6031                         c2[2] = c[2] * b;
6032                         c2[3] = c[3] * a;
6033                 }
6034         }
6035         rsurface.lightmapcolor4f = rsurface.array_color4f;
6036         rsurface.lightmapcolor4f_bufferobject = 0;
6037         rsurface.lightmapcolor4f_bufferoffset = 0;
6038 }
6039
6040 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6041 {
6042         int texturesurfaceindex;
6043         int i;
6044         float *c, *c2;
6045         if (!rsurface.lightmapcolor4f)
6046                 return;
6047         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6048         {
6049                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6050                 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)
6051                 {
6052                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6053                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6054                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6055                         c2[3] = c[3];
6056                 }
6057         }
6058         rsurface.lightmapcolor4f = rsurface.array_color4f;
6059         rsurface.lightmapcolor4f_bufferobject = 0;
6060         rsurface.lightmapcolor4f_bufferoffset = 0;
6061 }
6062
6063 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6064 {
6065         // TODO: optimize
6066         rsurface.lightmapcolor4f = NULL;
6067         rsurface.lightmapcolor4f_bufferobject = 0;
6068         rsurface.lightmapcolor4f_bufferoffset = 0;
6069         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6070         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6071         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6072         GL_Color(r, g, b, a);
6073         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6074 }
6075
6076 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6077 {
6078         // TODO: optimize applyfog && applycolor case
6079         // just apply fog if necessary, and tint the fog color array if necessary
6080         rsurface.lightmapcolor4f = NULL;
6081         rsurface.lightmapcolor4f_bufferobject = 0;
6082         rsurface.lightmapcolor4f_bufferoffset = 0;
6083         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6084         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6085         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6086         GL_Color(r, g, b, a);
6087         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6088 }
6089
6090 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6091 {
6092         int texturesurfaceindex;
6093         int i;
6094         float *c;
6095         // TODO: optimize
6096         if (texturesurfacelist[0]->lightmapinfo)
6097         {
6098                 // generate color arrays for the surfaces in this list
6099                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6100                 {
6101                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6102                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6103                         {
6104                                 if (surface->lightmapinfo->samples)
6105                                 {
6106                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6107                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6108                                         VectorScale(lm, scale, c);
6109                                         if (surface->lightmapinfo->styles[1] != 255)
6110                                         {
6111                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6112                                                 lm += size3;
6113                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6114                                                 VectorMA(c, scale, lm, c);
6115                                                 if (surface->lightmapinfo->styles[2] != 255)
6116                                                 {
6117                                                         lm += size3;
6118                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6119                                                         VectorMA(c, scale, lm, c);
6120                                                         if (surface->lightmapinfo->styles[3] != 255)
6121                                                         {
6122                                                                 lm += size3;
6123                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6124                                                                 VectorMA(c, scale, lm, c);
6125                                                         }
6126                                                 }
6127                                         }
6128                                 }
6129                                 else
6130                                         VectorClear(c);
6131                                 c[3] = 1;
6132                         }
6133                 }
6134                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6135                 rsurface.lightmapcolor4f_bufferobject = 0;
6136                 rsurface.lightmapcolor4f_bufferoffset = 0;
6137         }
6138         else
6139         {
6140                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6141                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6142                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6143         }
6144         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6145         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6146         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6147         GL_Color(r, g, b, a);
6148         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6149 }
6150
6151 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6152 {
6153         int texturesurfaceindex;
6154         int i;
6155         float f;
6156         float *v, *c, *c2, alpha;
6157         vec3_t ambientcolor;
6158         vec3_t diffusecolor;
6159         vec3_t lightdir;
6160         // TODO: optimize
6161         // model lighting
6162         VectorCopy(rsurface.modellight_lightdir, lightdir);
6163         f = 0.5f * r_refdef.lightmapintensity;
6164         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6165         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6166         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6167         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6168         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6169         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6170         alpha = *a;
6171         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6172         {
6173                 // generate color arrays for the surfaces in this list
6174                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6175                 {
6176                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6177                         int numverts = surface->num_vertices;
6178                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6179                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6180                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6181                         // q3-style directional shading
6182                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6183                         {
6184                                 if ((f = DotProduct(c2, lightdir)) > 0)
6185                                         VectorMA(ambientcolor, f, diffusecolor, c);
6186                                 else
6187                                         VectorCopy(ambientcolor, c);
6188                                 c[3] = alpha;
6189                         }
6190                 }
6191                 *r = 1;
6192                 *g = 1;
6193                 *b = 1;
6194                 *a = 1;
6195                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6196                 rsurface.lightmapcolor4f_bufferobject = 0;
6197                 rsurface.lightmapcolor4f_bufferoffset = 0;
6198                 *applycolor = false;
6199         }
6200         else
6201         {
6202                 *r = ambientcolor[0];
6203                 *g = ambientcolor[1];
6204                 *b = ambientcolor[2];
6205                 rsurface.lightmapcolor4f = NULL;
6206                 rsurface.lightmapcolor4f_bufferobject = 0;
6207                 rsurface.lightmapcolor4f_bufferoffset = 0;
6208         }
6209 }
6210
6211 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6212 {
6213         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6214         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6215         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6216         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6217         GL_Color(r, g, b, a);
6218         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6219 }
6220
6221 void RSurf_SetupDepthAndCulling(void)
6222 {
6223         // submodels are biased to avoid z-fighting with world surfaces that they
6224         // may be exactly overlapping (avoids z-fighting artifacts on certain
6225         // doors and things in Quake maps)
6226         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6227         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6228         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6229         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6230 }
6231
6232 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6233 {
6234         // transparent sky would be ridiculous
6235         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6236                 return;
6237         R_SetupGenericShader(false);
6238         if (skyrendernow)
6239         {
6240                 skyrendernow = false;
6241                 // we have to force off the water clipping plane while rendering sky
6242                 R_SetupView(false);
6243                 R_Sky();
6244                 R_SetupView(true);
6245                 // restore entity matrix
6246                 R_Mesh_Matrix(&rsurface.matrix);
6247         }
6248         RSurf_SetupDepthAndCulling();
6249         GL_DepthMask(true);
6250         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6251         // skymasking on them, and Quake3 never did sky masking (unlike
6252         // software Quake and software Quake2), so disable the sky masking
6253         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6254         // and skymasking also looks very bad when noclipping outside the
6255         // level, so don't use it then either.
6256         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6257         {
6258                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6259                 R_Mesh_ColorPointer(NULL, 0, 0);
6260                 R_Mesh_ResetTextureState();
6261                 if (skyrendermasked)
6262                 {
6263                         R_SetupDepthOrShadowShader();
6264                         // depth-only (masking)
6265                         GL_ColorMask(0,0,0,0);
6266                         // just to make sure that braindead drivers don't draw
6267                         // anything despite that colormask...
6268                         GL_BlendFunc(GL_ZERO, GL_ONE);
6269                 }
6270                 else
6271                 {
6272                         R_SetupGenericShader(false);
6273                         // fog sky
6274                         GL_BlendFunc(GL_ONE, GL_ZERO);
6275                 }
6276                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6277                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6278                 if (skyrendermasked)
6279                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6280         }
6281         R_Mesh_ResetTextureState();
6282         GL_Color(1, 1, 1, 1);
6283 }
6284
6285 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6286 {
6287         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6288                 return;
6289
6290         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6291         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6292         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6293         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6294         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6295         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6296         if (rsurface.texture->backgroundcurrentskinframe)
6297         {
6298                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6299                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6300                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6301                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6302         }
6303         if(rsurface.texture->colormapping)
6304         {
6305                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6306                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6307         }
6308         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6309         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6310                 R_Mesh_ColorPointer(NULL, 0, 0);
6311         else
6312                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6313
6314         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6315         {
6316                 // render background
6317                 GL_BlendFunc(GL_ONE, GL_ZERO);
6318                 GL_DepthMask(true);
6319                 GL_AlphaTest(false);
6320
6321                 GL_Color(1, 1, 1, 1);
6322                 R_Mesh_ColorPointer(NULL, 0, 0);
6323
6324                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6325                 if (r_glsl_permutation)
6326                 {
6327                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6328                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6329                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6330                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6331                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6332                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6333                         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);
6334                 }
6335                 GL_LockArrays(0, 0);
6336
6337                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6338                 GL_DepthMask(false);
6339                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6340                         R_Mesh_ColorPointer(NULL, 0, 0);
6341                 else
6342                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6343                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6344                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6345         }
6346
6347         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6348         if (!r_glsl_permutation)
6349                 return;
6350
6351         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6352         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6353         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6354         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6355         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6356         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6357
6358         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6359         {
6360                 GL_BlendFunc(GL_ONE, GL_ZERO);
6361                 GL_DepthMask(true);
6362                 GL_AlphaTest(false);
6363         }
6364         else
6365         {
6366                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6367                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6368                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6369         }
6370
6371         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6372         {
6373                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6374                         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);
6375                 else
6376                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6377         }
6378         else
6379         {
6380                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6381                         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);
6382                 else
6383                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6384         }
6385         GL_LockArrays(0, 0);
6386 }
6387
6388 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6389 {
6390         // OpenGL 1.3 path - anything not completely ancient
6391         int texturesurfaceindex;
6392         qboolean applycolor;
6393         qboolean applyfog;
6394         rmeshstate_t m;
6395         int layerindex;
6396         const texturelayer_t *layer;
6397         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6398
6399         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6400         {
6401                 vec4_t layercolor;
6402                 int layertexrgbscale;
6403                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6404                 {
6405                         if (layerindex == 0)
6406                                 GL_AlphaTest(true);
6407                         else
6408                         {
6409                                 GL_AlphaTest(false);
6410                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6411                         }
6412                 }
6413                 GL_DepthMask(layer->depthmask && writedepth);
6414                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6415                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6416                 {
6417                         layertexrgbscale = 4;
6418                         VectorScale(layer->color, 0.25f, layercolor);
6419                 }
6420                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6421                 {
6422                         layertexrgbscale = 2;
6423                         VectorScale(layer->color, 0.5f, layercolor);
6424                 }
6425                 else
6426                 {
6427                         layertexrgbscale = 1;
6428                         VectorScale(layer->color, 1.0f, layercolor);
6429                 }
6430                 layercolor[3] = layer->color[3];
6431                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6432                 R_Mesh_ColorPointer(NULL, 0, 0);
6433                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6434                 switch (layer->type)
6435                 {
6436                 case TEXTURELAYERTYPE_LITTEXTURE:
6437                         memset(&m, 0, sizeof(m));
6438                         m.tex[0] = R_GetTexture(r_texture_white);
6439                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6440                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6441                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6442                         m.tex[1] = R_GetTexture(layer->texture);
6443                         m.texmatrix[1] = layer->texmatrix;
6444                         m.texrgbscale[1] = layertexrgbscale;
6445                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6446                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6447                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6448                         R_Mesh_TextureState(&m);
6449                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6450                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6451                         else if (rsurface.uselightmaptexture)
6452                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6453                         else
6454                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6455                         break;
6456                 case TEXTURELAYERTYPE_TEXTURE:
6457                         memset(&m, 0, sizeof(m));
6458                         m.tex[0] = R_GetTexture(layer->texture);
6459                         m.texmatrix[0] = layer->texmatrix;
6460                         m.texrgbscale[0] = layertexrgbscale;
6461                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6462                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6463                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6464                         R_Mesh_TextureState(&m);
6465                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6466                         break;
6467                 case TEXTURELAYERTYPE_FOG:
6468                         memset(&m, 0, sizeof(m));
6469                         m.texrgbscale[0] = layertexrgbscale;
6470                         if (layer->texture)
6471                         {
6472                                 m.tex[0] = R_GetTexture(layer->texture);
6473                                 m.texmatrix[0] = layer->texmatrix;
6474                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6475                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6476                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6477                         }
6478                         R_Mesh_TextureState(&m);
6479                         // generate a color array for the fog pass
6480                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6481                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6482                         {
6483                                 int i;
6484                                 float f, *v, *c;
6485                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6486                                 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)
6487                                 {
6488                                         f = 1 - FogPoint_Model(v);
6489                                         c[0] = layercolor[0];
6490                                         c[1] = layercolor[1];
6491                                         c[2] = layercolor[2];
6492                                         c[3] = f * layercolor[3];
6493                                 }
6494                         }
6495                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6496                         break;
6497                 default:
6498                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6499                 }
6500                 GL_LockArrays(0, 0);
6501         }
6502         CHECKGLERROR
6503         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6504         {
6505                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6506                 GL_AlphaTest(false);
6507         }
6508 }
6509
6510 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6511 {
6512         // OpenGL 1.1 - crusty old voodoo path
6513         int texturesurfaceindex;
6514         qboolean applyfog;
6515         rmeshstate_t m;
6516         int layerindex;
6517         const texturelayer_t *layer;
6518         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6519
6520         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6521         {
6522                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6523                 {
6524                         if (layerindex == 0)
6525                                 GL_AlphaTest(true);
6526                         else
6527                         {
6528                                 GL_AlphaTest(false);
6529                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6530                         }
6531                 }
6532                 GL_DepthMask(layer->depthmask && writedepth);
6533                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6534                 R_Mesh_ColorPointer(NULL, 0, 0);
6535                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6536                 switch (layer->type)
6537                 {
6538                 case TEXTURELAYERTYPE_LITTEXTURE:
6539                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6540                         {
6541                                 // two-pass lit texture with 2x rgbscale
6542                                 // first the lightmap pass
6543                                 memset(&m, 0, sizeof(m));
6544                                 m.tex[0] = R_GetTexture(r_texture_white);
6545                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6546                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6547                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6548                                 R_Mesh_TextureState(&m);
6549                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6550                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6551                                 else if (rsurface.uselightmaptexture)
6552                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6553                                 else
6554                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6555                                 GL_LockArrays(0, 0);
6556                                 // then apply the texture to it
6557                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6558                                 memset(&m, 0, sizeof(m));
6559                                 m.tex[0] = R_GetTexture(layer->texture);
6560                                 m.texmatrix[0] = layer->texmatrix;
6561                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6562                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6563                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6564                                 R_Mesh_TextureState(&m);
6565                                 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);
6566                         }
6567                         else
6568                         {
6569                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6570                                 memset(&m, 0, sizeof(m));
6571                                 m.tex[0] = R_GetTexture(layer->texture);
6572                                 m.texmatrix[0] = layer->texmatrix;
6573                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6574                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6575                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6576                                 R_Mesh_TextureState(&m);
6577                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6578                                         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);
6579                                 else
6580                                         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);
6581                         }
6582                         break;
6583                 case TEXTURELAYERTYPE_TEXTURE:
6584                         // singletexture unlit texture with transparency support
6585                         memset(&m, 0, sizeof(m));
6586                         m.tex[0] = R_GetTexture(layer->texture);
6587                         m.texmatrix[0] = layer->texmatrix;
6588                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6589                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6590                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6591                         R_Mesh_TextureState(&m);
6592                         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);
6593                         break;
6594                 case TEXTURELAYERTYPE_FOG:
6595                         // singletexture fogging
6596                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6597                         if (layer->texture)
6598                         {
6599                                 memset(&m, 0, sizeof(m));
6600                                 m.tex[0] = R_GetTexture(layer->texture);
6601                                 m.texmatrix[0] = layer->texmatrix;
6602                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6603                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6604                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6605                                 R_Mesh_TextureState(&m);
6606                         }
6607                         else
6608                                 R_Mesh_ResetTextureState();
6609                         // generate a color array for the fog pass
6610                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6611                         {
6612                                 int i;
6613                                 float f, *v, *c;
6614                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6615                                 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)
6616                                 {
6617                                         f = 1 - FogPoint_Model(v);
6618                                         c[0] = layer->color[0];
6619                                         c[1] = layer->color[1];
6620                                         c[2] = layer->color[2];
6621                                         c[3] = f * layer->color[3];
6622                                 }
6623                         }
6624                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6625                         break;
6626                 default:
6627                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6628                 }
6629                 GL_LockArrays(0, 0);
6630         }
6631         CHECKGLERROR
6632         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6633         {
6634                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6635                 GL_AlphaTest(false);
6636         }
6637 }
6638
6639 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6640 {
6641         float c[4];
6642
6643         GL_AlphaTest(false);
6644         R_Mesh_ColorPointer(NULL, 0, 0);
6645         R_Mesh_ResetTextureState();
6646         R_SetupGenericShader(false);
6647
6648         if(rsurface.texture && rsurface.texture->currentskinframe)
6649                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6650         else
6651         {
6652                 c[0] = 1;
6653                 c[1] = 0;
6654                 c[2] = 1;
6655                 c[3] = 1;
6656         }
6657
6658         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6659         {
6660                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6661                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6662                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6663         }
6664
6665         // brighten it up (as texture value 127 means "unlit")
6666         c[0] *= 2 * r_refdef.view.colorscale;
6667         c[1] *= 2 * r_refdef.view.colorscale;
6668         c[2] *= 2 * r_refdef.view.colorscale;
6669
6670         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6671                 c[3] *= r_wateralpha.value;
6672
6673         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6674         {
6675                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6676                 GL_DepthMask(false);
6677         }
6678         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6679         {
6680                 GL_BlendFunc(GL_ONE, GL_ONE);
6681                 GL_DepthMask(false);
6682         }
6683         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6684         {
6685                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6686                 GL_DepthMask(false);
6687         }
6688         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6689         {
6690                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6691                 GL_DepthMask(false);
6692         }
6693         else
6694         {
6695                 GL_BlendFunc(GL_ONE, GL_ZERO);
6696                 GL_DepthMask(writedepth);
6697         }
6698
6699         rsurface.lightmapcolor4f = NULL;
6700
6701         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6702         {
6703                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6704
6705                 rsurface.lightmapcolor4f = NULL;
6706                 rsurface.lightmapcolor4f_bufferobject = 0;
6707                 rsurface.lightmapcolor4f_bufferoffset = 0;
6708         }
6709         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6710         {
6711                 qboolean applycolor = true;
6712                 float one = 1.0;
6713
6714                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6715
6716                 r_refdef.lightmapintensity = 1;
6717                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6718                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6719         }
6720         else
6721         {
6722                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6723
6724                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6725                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6726                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6727         }
6728
6729         if(!rsurface.lightmapcolor4f)
6730                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6731
6732         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6733         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6734         if(r_refdef.fogenabled)
6735                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6736
6737         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6738         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6739 }
6740
6741 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6742 {
6743         CHECKGLERROR
6744         RSurf_SetupDepthAndCulling();
6745         if (r_showsurfaces.integer == 3)
6746                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6747         else if (r_glsl.integer && gl_support_fragment_shader)
6748                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6749         else if (gl_combine.integer && r_textureunits.integer >= 2)
6750                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6751         else
6752                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6753         CHECKGLERROR
6754 }
6755
6756 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6757 {
6758         CHECKGLERROR
6759         RSurf_SetupDepthAndCulling();
6760         if (r_showsurfaces.integer == 3)
6761                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6762         else if (r_glsl.integer && gl_support_fragment_shader)
6763                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6764         else if (gl_combine.integer && r_textureunits.integer >= 2)
6765                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6766         else
6767                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6768         CHECKGLERROR
6769 }
6770
6771 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6772 {
6773         int i, j;
6774         int texturenumsurfaces, endsurface;
6775         texture_t *texture;
6776         msurface_t *surface;
6777         msurface_t *texturesurfacelist[1024];
6778
6779         // if the model is static it doesn't matter what value we give for
6780         // wantnormals and wanttangents, so this logic uses only rules applicable
6781         // to a model, knowing that they are meaningless otherwise
6782         if (ent == r_refdef.scene.worldentity)
6783                 RSurf_ActiveWorldEntity();
6784         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6785                 RSurf_ActiveModelEntity(ent, false, false);
6786         else
6787                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6788
6789         for (i = 0;i < numsurfaces;i = j)
6790         {
6791                 j = i + 1;
6792                 surface = rsurface.modelsurfaces + surfacelist[i];
6793                 texture = surface->texture;
6794                 rsurface.texture = R_GetCurrentTexture(texture);
6795                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6796                 // scan ahead until we find a different texture
6797                 endsurface = min(i + 1024, numsurfaces);
6798                 texturenumsurfaces = 0;
6799                 texturesurfacelist[texturenumsurfaces++] = surface;
6800                 for (;j < endsurface;j++)
6801                 {
6802                         surface = rsurface.modelsurfaces + surfacelist[j];
6803                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6804                                 break;
6805                         texturesurfacelist[texturenumsurfaces++] = surface;
6806                 }
6807                 // render the range of surfaces
6808                 if (ent == r_refdef.scene.worldentity)
6809                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6810                 else
6811                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6812         }
6813         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6814         GL_AlphaTest(false);
6815 }
6816
6817 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6818 {
6819         const entity_render_t *queueentity = r_refdef.scene.worldentity;
6820         CHECKGLERROR
6821         if (depthonly)
6822         {
6823                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6824                         return;
6825                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6826                         return;
6827                 RSurf_SetupDepthAndCulling();
6828                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6829                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6830         }
6831         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6832         {
6833                 RSurf_SetupDepthAndCulling();
6834                 GL_AlphaTest(false);
6835                 R_Mesh_ColorPointer(NULL, 0, 0);
6836                 R_Mesh_ResetTextureState();
6837                 R_SetupGenericShader(false);
6838                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6839                 GL_DepthMask(true);
6840                 GL_BlendFunc(GL_ONE, GL_ZERO);
6841                 GL_Color(0, 0, 0, 1);
6842                 GL_DepthTest(writedepth);
6843                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6844         }
6845         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6846         {
6847                 RSurf_SetupDepthAndCulling();
6848                 GL_AlphaTest(false);
6849                 R_Mesh_ColorPointer(NULL, 0, 0);
6850                 R_Mesh_ResetTextureState();
6851                 R_SetupGenericShader(false);
6852                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6853                 GL_DepthMask(true);
6854                 GL_BlendFunc(GL_ONE, GL_ZERO);
6855                 GL_DepthTest(true);
6856                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6857         }
6858         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6859                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6860         else if (!rsurface.texture->currentnumlayers)
6861                 return;
6862         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6863         {
6864                 // transparent surfaces get pushed off into the transparent queue
6865                 int surfacelistindex;
6866                 const msurface_t *surface;
6867                 vec3_t tempcenter, center;
6868                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6869                 {
6870                         surface = texturesurfacelist[surfacelistindex];
6871                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6872                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6873                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6874                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6875                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6876                 }
6877         }
6878         else
6879         {
6880                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6881                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6882         }
6883         CHECKGLERROR
6884 }
6885
6886 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6887 {
6888         int i, j;
6889         texture_t *texture;
6890         // break the surface list down into batches by texture and use of lightmapping
6891         for (i = 0;i < numsurfaces;i = j)
6892         {
6893                 j = i + 1;
6894                 // texture is the base texture pointer, rsurface.texture is the
6895                 // current frame/skin the texture is directing us to use (for example
6896                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6897                 // use skin 1 instead)
6898                 texture = surfacelist[i]->texture;
6899                 rsurface.texture = R_GetCurrentTexture(texture);
6900                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6901                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6902                 {
6903                         // if this texture is not the kind we want, skip ahead to the next one
6904                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6905                                 ;
6906                         continue;
6907                 }
6908                 // simply scan ahead until we find a different texture or lightmap state
6909                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6910                         ;
6911                 // render the range of surfaces
6912                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6913         }
6914 }
6915
6916 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6917 {
6918         CHECKGLERROR
6919         if (depthonly)
6920         {
6921                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6922                         return;
6923                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6924                         return;
6925                 RSurf_SetupDepthAndCulling();
6926                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6927                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6928         }
6929         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6930         {
6931                 RSurf_SetupDepthAndCulling();
6932                 GL_AlphaTest(false);
6933                 R_Mesh_ColorPointer(NULL, 0, 0);
6934                 R_Mesh_ResetTextureState();
6935                 R_SetupGenericShader(false);
6936                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6937                 GL_DepthMask(true);
6938                 GL_BlendFunc(GL_ONE, GL_ZERO);
6939                 GL_Color(0, 0, 0, 1);
6940                 GL_DepthTest(writedepth);
6941                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6942         }
6943         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6944         {
6945                 RSurf_SetupDepthAndCulling();
6946                 GL_AlphaTest(false);
6947                 R_Mesh_ColorPointer(NULL, 0, 0);
6948                 R_Mesh_ResetTextureState();
6949                 R_SetupGenericShader(false);
6950                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6951                 GL_DepthMask(true);
6952                 GL_BlendFunc(GL_ONE, GL_ZERO);
6953                 GL_DepthTest(true);
6954                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6955         }
6956         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6957                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6958         else if (!rsurface.texture->currentnumlayers)
6959                 return;
6960         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6961         {
6962                 // transparent surfaces get pushed off into the transparent queue
6963                 int surfacelistindex;
6964                 const msurface_t *surface;
6965                 vec3_t tempcenter, center;
6966                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6967                 {
6968                         surface = texturesurfacelist[surfacelistindex];
6969                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6970                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6971                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6972                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6973                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6974                 }
6975         }
6976         else
6977         {
6978                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6979                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6980         }
6981         CHECKGLERROR
6982 }
6983
6984 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6985 {
6986         int i, j;
6987         texture_t *texture;
6988         // break the surface list down into batches by texture and use of lightmapping
6989         for (i = 0;i < numsurfaces;i = j)
6990         {
6991                 j = i + 1;
6992                 // texture is the base texture pointer, rsurface.texture is the
6993                 // current frame/skin the texture is directing us to use (for example
6994                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6995                 // use skin 1 instead)
6996                 texture = surfacelist[i]->texture;
6997                 rsurface.texture = R_GetCurrentTexture(texture);
6998                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6999                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7000                 {
7001                         // if this texture is not the kind we want, skip ahead to the next one
7002                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7003                                 ;
7004                         continue;
7005                 }
7006                 // simply scan ahead until we find a different texture or lightmap state
7007                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7008                         ;
7009                 // render the range of surfaces
7010                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7011         }
7012 }
7013
7014 float locboxvertex3f[6*4*3] =
7015 {
7016         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7017         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7018         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7019         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7020         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7021         1,0,0, 0,0,0, 0,1,0, 1,1,0
7022 };
7023
7024 unsigned short locboxelements[6*2*3] =
7025 {
7026          0, 1, 2, 0, 2, 3,
7027          4, 5, 6, 4, 6, 7,
7028          8, 9,10, 8,10,11,
7029         12,13,14, 12,14,15,
7030         16,17,18, 16,18,19,
7031         20,21,22, 20,22,23
7032 };
7033
7034 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7035 {
7036         int i, j;
7037         cl_locnode_t *loc = (cl_locnode_t *)ent;
7038         vec3_t mins, size;
7039         float vertex3f[6*4*3];
7040         CHECKGLERROR
7041         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7042         GL_DepthMask(false);
7043         GL_DepthRange(0, 1);
7044         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7045         GL_DepthTest(true);
7046         GL_CullFace(GL_NONE);
7047         R_Mesh_Matrix(&identitymatrix);
7048
7049         R_Mesh_VertexPointer(vertex3f, 0, 0);
7050         R_Mesh_ColorPointer(NULL, 0, 0);
7051         R_Mesh_ResetTextureState();
7052         R_SetupGenericShader(false);
7053
7054         i = surfacelist[0];
7055         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7056                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7057                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7058                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7059
7060         if (VectorCompare(loc->mins, loc->maxs))
7061         {
7062                 VectorSet(size, 2, 2, 2);
7063                 VectorMA(loc->mins, -0.5f, size, mins);
7064         }
7065         else
7066         {
7067                 VectorCopy(loc->mins, mins);
7068                 VectorSubtract(loc->maxs, loc->mins, size);
7069         }
7070
7071         for (i = 0;i < 6*4*3;)
7072                 for (j = 0;j < 3;j++, i++)
7073                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7074
7075         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7076 }
7077
7078 void R_DrawLocs(void)
7079 {
7080         int index;
7081         cl_locnode_t *loc, *nearestloc;
7082         vec3_t center;
7083         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7084         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7085         {
7086                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7087                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7088         }
7089 }
7090
7091 void R_DrawDebugModel(entity_render_t *ent)
7092 {
7093         int i, j, k, l, flagsmask;
7094         const int *elements;
7095         q3mbrush_t *brush;
7096         msurface_t *surface;
7097         dp_model_t *model = ent->model;
7098         vec3_t v;
7099
7100         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7101
7102         R_Mesh_ColorPointer(NULL, 0, 0);
7103         R_Mesh_ResetTextureState();
7104         R_SetupGenericShader(false);
7105         GL_DepthRange(0, 1);
7106         GL_DepthTest(!r_showdisabledepthtest.integer);
7107         GL_DepthMask(false);
7108         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7109
7110         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7111         {
7112                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7113                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7114                 {
7115                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7116                         {
7117                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7118                                 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);
7119                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7120                         }
7121                 }
7122                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7123                 {
7124                         if (surface->num_collisiontriangles)
7125                         {
7126                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7127                                 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);
7128                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7129                         }
7130                 }
7131         }
7132
7133         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7134
7135         if (r_showtris.integer || r_shownormals.integer)
7136         {
7137                 if (r_showdisabledepthtest.integer)
7138                 {
7139                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7140                         GL_DepthMask(false);
7141                 }
7142                 else
7143                 {
7144                         GL_BlendFunc(GL_ONE, GL_ZERO);
7145                         GL_DepthMask(true);
7146                 }
7147                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7148                 {
7149                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7150                                 continue;
7151                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7152                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7153                         {
7154                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7155                                 if (r_showtris.value > 0)
7156                                 {
7157                                         if (!rsurface.texture->currentlayers->depthmask)
7158                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7159                                         else if (ent == r_refdef.scene.worldentity)
7160                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7161                                         else
7162                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7163                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7164                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7165                                         R_Mesh_ColorPointer(NULL, 0, 0);
7166                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7167                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7168                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7169                                         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);
7170                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7171                                         CHECKGLERROR
7172                                 }
7173                                 if (r_shownormals.value < 0)
7174                                 {
7175                                         qglBegin(GL_LINES);
7176                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7177                                         {
7178                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7179                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7180                                                 qglVertex3f(v[0], v[1], v[2]);
7181                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7182                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7183                                                 qglVertex3f(v[0], v[1], v[2]);
7184                                         }
7185                                         qglEnd();
7186                                         CHECKGLERROR
7187                                 }
7188                                 if (r_shownormals.value > 0)
7189                                 {
7190                                         qglBegin(GL_LINES);
7191                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7192                                         {
7193                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7194                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7195                                                 qglVertex3f(v[0], v[1], v[2]);
7196                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7197                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7198                                                 qglVertex3f(v[0], v[1], v[2]);
7199                                         }
7200                                         qglEnd();
7201                                         CHECKGLERROR
7202                                         qglBegin(GL_LINES);
7203                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7204                                         {
7205                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7206                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7207                                                 qglVertex3f(v[0], v[1], v[2]);
7208                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7209                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7210                                                 qglVertex3f(v[0], v[1], v[2]);
7211                                         }
7212                                         qglEnd();
7213                                         CHECKGLERROR
7214                                         qglBegin(GL_LINES);
7215                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7216                                         {
7217                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7218                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7219                                                 qglVertex3f(v[0], v[1], v[2]);
7220                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7221                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7222                                                 qglVertex3f(v[0], v[1], v[2]);
7223                                         }
7224                                         qglEnd();
7225                                         CHECKGLERROR
7226                                 }
7227                         }
7228                 }
7229                 rsurface.texture = NULL;
7230         }
7231 }
7232
7233 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7234 int r_maxsurfacelist = 0;
7235 msurface_t **r_surfacelist = NULL;
7236 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7237 {
7238         int i, j, endj, f, flagsmask;
7239         texture_t *t;
7240         dp_model_t *model = r_refdef.scene.worldmodel;
7241         msurface_t *surfaces;
7242         unsigned char *update;
7243         int numsurfacelist = 0;
7244         if (model == NULL)
7245                 return;
7246
7247         if (r_maxsurfacelist < model->num_surfaces)
7248         {
7249                 r_maxsurfacelist = model->num_surfaces;
7250                 if (r_surfacelist)
7251                         Mem_Free(r_surfacelist);
7252                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7253         }
7254
7255         RSurf_ActiveWorldEntity();
7256
7257         surfaces = model->data_surfaces;
7258         update = model->brushq1.lightmapupdateflags;
7259
7260         // update light styles on this submodel
7261         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7262         {
7263                 model_brush_lightstyleinfo_t *style;
7264                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7265                 {
7266                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7267                         {
7268                                 int *list = style->surfacelist;
7269                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7270                                 for (j = 0;j < style->numsurfaces;j++)
7271                                         update[list[j]] = true;
7272                         }
7273                 }
7274         }
7275
7276         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7277
7278         if (debug)
7279         {
7280                 R_DrawDebugModel(r_refdef.scene.worldentity);
7281                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7282                 return;
7283         }
7284
7285         f = 0;
7286         t = NULL;
7287         rsurface.uselightmaptexture = false;
7288         rsurface.texture = NULL;
7289         rsurface.rtlight = NULL;
7290         numsurfacelist = 0;
7291         // add visible surfaces to draw list
7292         for (i = 0;i < model->nummodelsurfaces;i++)
7293         {
7294                 j = model->sortedmodelsurfaces[i];
7295                 if (r_refdef.viewcache.world_surfacevisible[j])
7296                         r_surfacelist[numsurfacelist++] = surfaces + j;
7297         }
7298         // update lightmaps if needed
7299         if (update)
7300                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7301                         if (r_refdef.viewcache.world_surfacevisible[j])
7302                                 if (update[j])
7303                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7304         // don't do anything if there were no surfaces
7305         if (!numsurfacelist)
7306         {
7307                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7308                 return;
7309         }
7310         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7311         GL_AlphaTest(false);
7312
7313         // add to stats if desired
7314         if (r_speeds.integer && !skysurfaces && !depthonly)
7315         {
7316                 r_refdef.stats.world_surfaces += numsurfacelist;
7317                 for (j = 0;j < numsurfacelist;j++)
7318                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7319         }
7320         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7321 }
7322
7323 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7324 {
7325         int i, j, endj, f, flagsmask;
7326         texture_t *t;
7327         dp_model_t *model = ent->model;
7328         msurface_t *surfaces;
7329         unsigned char *update;
7330         int numsurfacelist = 0;
7331         if (model == NULL)
7332                 return;
7333
7334         if (r_maxsurfacelist < model->num_surfaces)
7335         {
7336                 r_maxsurfacelist = model->num_surfaces;
7337                 if (r_surfacelist)
7338                         Mem_Free(r_surfacelist);
7339                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7340         }
7341
7342         // if the model is static it doesn't matter what value we give for
7343         // wantnormals and wanttangents, so this logic uses only rules applicable
7344         // to a model, knowing that they are meaningless otherwise
7345         if (ent == r_refdef.scene.worldentity)
7346                 RSurf_ActiveWorldEntity();
7347         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7348                 RSurf_ActiveModelEntity(ent, false, false);
7349         else
7350                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7351
7352         surfaces = model->data_surfaces;
7353         update = model->brushq1.lightmapupdateflags;
7354
7355         // update light styles
7356         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7357         {
7358                 model_brush_lightstyleinfo_t *style;
7359                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7360                 {
7361                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7362                         {
7363                                 int *list = style->surfacelist;
7364                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7365                                 for (j = 0;j < style->numsurfaces;j++)
7366                                         update[list[j]] = true;
7367                         }
7368                 }
7369         }
7370
7371         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7372
7373         if (debug)
7374         {
7375                 R_DrawDebugModel(ent);
7376                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7377                 return;
7378         }
7379
7380         f = 0;
7381         t = NULL;
7382         rsurface.uselightmaptexture = false;
7383         rsurface.texture = NULL;
7384         rsurface.rtlight = NULL;
7385         numsurfacelist = 0;
7386         // add visible surfaces to draw list
7387         for (i = 0;i < model->nummodelsurfaces;i++)
7388                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7389         // don't do anything if there were no surfaces
7390         if (!numsurfacelist)
7391         {
7392                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7393                 return;
7394         }
7395         // update lightmaps if needed
7396         if (update)
7397                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7398                         if (update[j])
7399                                 R_BuildLightMap(ent, surfaces + j);
7400         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7401         GL_AlphaTest(false);
7402
7403         // add to stats if desired
7404         if (r_speeds.integer && !skysurfaces && !depthonly)
7405         {
7406                 r_refdef.stats.entities_surfaces += numsurfacelist;
7407                 for (j = 0;j < numsurfacelist;j++)
7408                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7409         }
7410         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7411 }