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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 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 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"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 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)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 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)"};
83 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)"};
84
85 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)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 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"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 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)"};
108
109 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"};
110
111 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"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 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"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = 0;
250         r_refdef.fog_red = 0;
251         r_refdef.fog_green = 0;
252         r_refdef.fog_blue = 0;
253         r_refdef.fog_alpha = 1;
254         r_refdef.fog_start = 0;
255         r_refdef.fog_end = 0;
256 }
257
258 float FogForDistance(vec_t dist)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 float FogPoint_World(const vec3_t p)
265 {
266         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
267 }
268
269 float FogPoint_Model(const vec3_t p)
270 {
271         return FogForDistance(VectorDistance((p), rsurface.modelorg));
272 }
273
274 static void R_BuildBlankTextures(void)
275 {
276         unsigned char data[4];
277         data[2] = 128; // normal X
278         data[1] = 128; // normal Y
279         data[0] = 255; // normal Z
280         data[3] = 128; // height
281         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 255;
283         data[1] = 255;
284         data[2] = 255;
285         data[3] = 255;
286         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 128;
288         data[1] = 128;
289         data[2] = 128;
290         data[3] = 255;
291         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 0;
293         data[1] = 0;
294         data[2] = 0;
295         data[3] = 255;
296         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildNoTexture(void)
300 {
301         int x, y;
302         unsigned char pix[16][16][4];
303         // this makes a light grey/dark grey checkerboard texture
304         for (y = 0;y < 16;y++)
305         {
306                 for (x = 0;x < 16;x++)
307                 {
308                         if ((y < 8) ^ (x < 8))
309                         {
310                                 pix[y][x][0] = 128;
311                                 pix[y][x][1] = 128;
312                                 pix[y][x][2] = 128;
313                                 pix[y][x][3] = 255;
314                         }
315                         else
316                         {
317                                 pix[y][x][0] = 64;
318                                 pix[y][x][1] = 64;
319                                 pix[y][x][2] = 64;
320                                 pix[y][x][3] = 255;
321                         }
322                 }
323         }
324         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildWhiteCube(void)
328 {
329         unsigned char data[6*1*1*4];
330         memset(data, 255, sizeof(data));
331         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
332 }
333
334 static void R_BuildNormalizationCube(void)
335 {
336         int x, y, side;
337         vec3_t v;
338         vec_t s, t, intensity;
339 #define NORMSIZE 64
340         unsigned char data[6][NORMSIZE][NORMSIZE][4];
341         for (side = 0;side < 6;side++)
342         {
343                 for (y = 0;y < NORMSIZE;y++)
344                 {
345                         for (x = 0;x < NORMSIZE;x++)
346                         {
347                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 switch(side)
350                                 {
351                                 default:
352                                 case 0:
353                                         v[0] = 1;
354                                         v[1] = -t;
355                                         v[2] = -s;
356                                         break;
357                                 case 1:
358                                         v[0] = -1;
359                                         v[1] = -t;
360                                         v[2] = s;
361                                         break;
362                                 case 2:
363                                         v[0] = s;
364                                         v[1] = 1;
365                                         v[2] = t;
366                                         break;
367                                 case 3:
368                                         v[0] = s;
369                                         v[1] = -1;
370                                         v[2] = -t;
371                                         break;
372                                 case 4:
373                                         v[0] = s;
374                                         v[1] = -t;
375                                         v[2] = 1;
376                                         break;
377                                 case 5:
378                                         v[0] = -s;
379                                         v[1] = -t;
380                                         v[2] = -1;
381                                         break;
382                                 }
383                                 intensity = 127.0f / sqrt(DotProduct(v, v));
384                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387                                 data[side][y][x][3] = 255;
388                         }
389                 }
390         }
391         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
392 }
393
394 static void R_BuildFogTexture(void)
395 {
396         int x, b;
397 #define FOGWIDTH 256
398         unsigned char data1[FOGWIDTH][4];
399         //unsigned char data2[FOGWIDTH][4];
400         double d, r, alpha;
401
402         r_refdef.fogmasktable_start = r_refdef.fog_start;
403         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404         r_refdef.fogmasktable_range = r_refdef.fogrange;
405         r_refdef.fogmasktable_density = r_refdef.fog_density;
406
407         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409         {
410                 d = (x * r - r_refdef.fogmasktable_start);
411                 if(developer.integer >= 100)
412                         Con_Printf("%f ", d);
413                 d = max(0, d);
414                 if (r_fog_exp2.integer)
415                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416                 else
417                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418                 if(developer.integer >= 100)
419                         Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 if(developer.integer >= 100)
422                         Con_Printf(" = %f\n", alpha);
423                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
424         }
425
426         for (x = 0;x < FOGWIDTH;x++)
427         {
428                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
429                 data1[x][0] = b;
430                 data1[x][1] = b;
431                 data1[x][2] = b;
432                 data1[x][3] = 255;
433                 //data2[x][0] = 255 - b;
434                 //data2[x][1] = 255 - b;
435                 //data2[x][2] = 255 - b;
436                 //data2[x][3] = 255;
437         }
438         if (r_texture_fogattenuation)
439         {
440                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442         }
443         else
444         {
445                 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);
446                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447         }
448 }
449
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
453 "\n"
454 "// common definitions between vertex shader and fragment shader:\n"
455 "\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
461 "#else\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
466 "#endif\n"
467 "\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
470 "\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
473 "//#endif\n"
474 "\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
477 "//#else\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
480 "//# endif\n"
481 "//#endif\n"
482 "\n"
483 "varying vec3 EyeVector;\n"
484 "//#ifdef USEFOG\n"
485 "varying vec3 EyeVectorModelSpace;\n"
486 "//#endif\n"
487 "\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
491 "\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
494 "//#else\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
497 "//# else\n"
498 "//#  ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
500 "//#  endif\n"
501 "//# endif\n"
502 "//#endif\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
510 "\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
514 "\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
516 "\n"
517 "void main(void)\n"
518 "{\n"
519 "       gl_FrontColor = gl_Color;\n"
520 "       // copy the surface texcoord\n"
521 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
525 "# endif\n"
526 "#endif\n"
527 "\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 "       // transform vertex position into light attenuation/cubemap space\n"
530 "       // (-1 to +1 across the light box)\n"
531 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
532 "\n"
533 "       // transform unnormalized light direction into tangent space\n"
534 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 "       //  normalize it per pixel)\n"
536 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
546 "#endif\n"
547 "\n"
548 "       // transform unnormalized eye direction into tangent space\n"
549 "#ifndef USEFOG\n"
550 "       vec3 EyeVectorModelSpace;\n"
551 "#endif\n"
552 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
556 "\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 "       VectorS = gl_MultiTexCoord1.xyz;\n"
559 "       VectorT = gl_MultiTexCoord2.xyz;\n"
560 "       VectorR = gl_MultiTexCoord3.xyz;\n"
561 "#endif\n"
562 "\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
567 "//#endif\n"
568 "\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
570 "       // rendering\n"
571 "       gl_Position = ftransform();\n"
572 "\n"
573 "#ifdef MODE_WATER\n"
574 "       ModelViewProjectionPosition = gl_Position;\n"
575 "#endif\n"
576 "#ifdef MODE_REFRACTION\n"
577 "       ModelViewProjectionPosition = gl_Position;\n"
578 "#endif\n"
579 "#ifdef USEREFLECTION\n"
580 "       ModelViewProjectionPosition = gl_Position;\n"
581 "#endif\n"
582 "}\n"
583 "\n"
584 "#endif // VERTEX_SHADER\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
610 "\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
618 "\n"
619 "uniform myhalf4 TintColor;\n"
620 "\n"
621 "\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
630 "//#else\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//#  ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
638 "//#  endif\n"
639 "//# else\n"
640 "//#  ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
645 "//#  endif\n"
646 "//# endif\n"
647 "//#endif\n"
648 "\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
653 "#endif\n"
654 "\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
658 "\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
663 "\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
666 "{\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 "       // 14 sample relief mapping: linear search and then binary search\n"
669 "       // this basically steps forward a small amount repeatedly until it finds\n"
670 "       // itself inside solid, then jitters forward and back using decreasing\n"
671 "       // amounts to find the impact\n"
672 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 "       vec3 RT = vec3(TexCoord, 1);\n"
676 "       OffsetVector *= 0.1;\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
687 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
688 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
689 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
690 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
691 "       return RT.xy;\n"
692 "#else\n"
693 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 "       // this basically moves forward the full distance, and then backs up based\n"
695 "       // on height of samples\n"
696 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 "       TexCoord += OffsetVector;\n"
700 "       OffsetVector *= 0.333;\n"
701 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 "       return TexCoord;\n"
705 "#endif\n"
706 "}\n"
707 "#endif // USEOFFSETMAPPING\n"
708 "\n"
709 "#ifdef MODE_WATER\n"
710 "\n"
711 "// water pass\n"
712 "void main(void)\n"
713 "{\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 "       // apply offsetmapping\n"
716 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
718 "#endif\n"
719 "\n"
720 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
724 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
725 "}\n"
726 "\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
729 "\n"
730 "// refraction pass\n"
731 "void main(void)\n"
732 "{\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 "       // apply offsetmapping\n"
735 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
737 "#endif\n"
738 "\n"
739 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
743 "}\n"
744 "\n"
745 "#else // MODE_REFRACTION\n"
746 "void main(void)\n"
747 "{\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 "       // apply offsetmapping\n"
750 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
752 "#endif\n"
753 "\n"
754 "       // combine the diffuse textures (base, pants, shirt)\n"
755 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
758 "#endif\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
765 "#endif\n"
766 "\n"
767 "#ifdef USEDIFFUSE\n"
768 "       // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "#  ifdef USESPECULAR\n"
772 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
773 "#  endif\n"
774 "# else\n"
775 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "#  ifdef USESPECULAR\n"
777 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
778 "#  endif\n"
779 "# endif\n"
780 "#endif\n"
781 "\n"
782 "\n"
783 "\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
785 "       // light source\n"
786 "\n"
787 "       // calculate surface normal, light normal, and specular normal\n"
788 "       // compute color intensity for the two textures (colormap and glossmap)\n"
789 "       // scale by light color and attenuation as efficiently as possible\n"
790 "       // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 "       // get the light normal\n"
793 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
794 "# endif\n"
795 "# ifdef USESPECULAR\n"
796 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
797 "\n"
798 "       // calculate directional shading\n"
799 "       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"
800 "# else\n"
801 "#  ifdef USEDIFFUSE\n"
802 "       // calculate directional shading\n"
803 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
804 "#  else\n"
805 "       // calculate directionless shading\n"
806 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
807 "#  endif\n"
808 "# endif\n"
809 "\n"
810 "# ifdef USECUBEFILTER\n"
811 "       // apply light cubemap filter\n"
812 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
814 "# endif\n"
815 "#endif // MODE_LIGHTSOURCE\n"
816 "\n"
817 "\n"
818 "\n"
819 "\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 "       // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 "       // get the light normal\n"
824 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
825 "# endif\n"
826 "# ifdef USESPECULAR\n"
827 "       // calculate directional shading\n"
828 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
831 "# else\n"
832 "#  ifdef USEDIFFUSE\n"
833 "\n"
834 "       // calculate directional shading\n"
835 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
836 "#  else\n"
837 "       color.rgb *= AmbientColor;\n"
838 "#  endif\n"
839 "# endif\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
847 "\n"
848 "       // get the light normal\n"
849 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 "       // calculate directional shading\n"
852 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
856 "# endif\n"
857 "\n"
858 "       // apply lightmap color\n"
859 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
861 "\n"
862 "\n"
863 "\n"
864 "\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
867 "\n"
868 "       // get the light normal\n"
869 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 "       // calculate directional shading\n"
871 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
875 "# endif\n"
876 "\n"
877 "       // apply lightmap color\n"
878 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
880 "\n"
881 "\n"
882 "\n"
883 "\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 "       // apply lightmap color\n"
886 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 "       // apply lightmap color\n"
894 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "\n"
908 "\n"
909 "       color *= TintColor;\n"
910 "\n"
911 "#ifdef USEGLOW\n"
912 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
913 "#endif\n"
914 "\n"
915 "#ifdef USECONTRASTBOOST\n"
916 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
917 "#endif\n"
918 "\n"
919 "       color.rgb *= SceneBrightness;\n"
920 "\n"
921 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
922 "#ifdef USEFOG\n"
923 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
924 "#endif\n"
925 "\n"
926 "       // 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"
927 "#ifdef USEREFLECTION\n"
928 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
932 "#endif\n"
933 "\n"
934 "       gl_FragColor = vec4(color);\n"
935 "}\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
938 "\n"
939 "#endif // FRAGMENT_SHADER\n"
940 ;
941
942 typedef struct shaderpermutationinfo_s
943 {
944         const char *pretext;
945         const char *name;
946 }
947 shaderpermutationinfo_t;
948
949 typedef struct shadermodeinfo_s
950 {
951         const char *vertexfilename;
952         const char *geometryfilename;
953         const char *fragmentfilename;
954         const char *pretext;
955         const char *name;
956 }
957 shadermodeinfo_t;
958
959 typedef enum shaderpermutation_e
960 {
961         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972         SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973         SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
974 }
975 shaderpermutation_t;
976
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
979 {
980         {"#define USEDIFFUSE\n", " diffuse"},
981         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982         {"#define USECOLORMAPPING\n", " colormapping"},
983         {"#define USECONTRASTBOOST\n", " contrastboost"},
984         {"#define USEFOG\n", " fog"},
985         {"#define USECUBEFILTER\n", " cubefilter"},
986         {"#define USEGLOW\n", " glow"},
987         {"#define USESPECULAR\n", " specular"},
988         {"#define USEREFLECTION\n", " reflection"},
989         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
991 };
992
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
995 {
996         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1005         SHADERMODE_COUNT
1006 }
1007 shadermode_t;
1008
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1011 {
1012         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1021 };
1022
1023 typedef struct r_glsl_permutation_s
1024 {
1025         // indicates if we have tried compiling this permutation already
1026         qboolean compiled;
1027         // 0 if compilation failed
1028         int program;
1029         // locations of detected uniforms in program object, or -1 if not found
1030         int loc_Texture_Normal;
1031         int loc_Texture_Color;
1032         int loc_Texture_Gloss;
1033         int loc_Texture_Glow;
1034         int loc_Texture_SecondaryNormal;
1035         int loc_Texture_SecondaryColor;
1036         int loc_Texture_SecondaryGloss;
1037         int loc_Texture_SecondaryGlow;
1038         int loc_Texture_Pants;
1039         int loc_Texture_Shirt;
1040         int loc_Texture_FogMask;
1041         int loc_Texture_Lightmap;
1042         int loc_Texture_Deluxemap;
1043         int loc_Texture_Attenuation;
1044         int loc_Texture_Cube;
1045         int loc_Texture_Refraction;
1046         int loc_Texture_Reflection;
1047         int loc_FogColor;
1048         int loc_LightPosition;
1049         int loc_EyePosition;
1050         int loc_Color_Pants;
1051         int loc_Color_Shirt;
1052         int loc_FogRangeRecip;
1053         int loc_AmbientScale;
1054         int loc_DiffuseScale;
1055         int loc_SpecularScale;
1056         int loc_SpecularPower;
1057         int loc_GlowScale;
1058         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059         int loc_OffsetMapping_Scale;
1060         int loc_TintColor;
1061         int loc_AmbientColor;
1062         int loc_DiffuseColor;
1063         int loc_SpecularColor;
1064         int loc_LightDir;
1065         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066         int loc_DistortScaleRefractReflect;
1067         int loc_ScreenScaleRefractReflect;
1068         int loc_ScreenCenterRefractReflect;
1069         int loc_RefractColor;
1070         int loc_ReflectColor;
1071         int loc_ReflectFactor;
1072         int loc_ReflectOffset;
1073 }
1074 r_glsl_permutation_t;
1075
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1080
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1082 {
1083         char *shaderstring;
1084         if (!filename || !filename[0])
1085                 return NULL;
1086         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1087         if (shaderstring)
1088         {
1089                 if (printfromdisknotice)
1090                         Con_DPrint("from disk... ");
1091                 return shaderstring;
1092         }
1093         else if (!strcmp(filename, "glsl/default.glsl"))
1094         {
1095                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1097         }
1098         return shaderstring;
1099 }
1100
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1102 {
1103         int i;
1104         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106         int vertstrings_count = 0;
1107         int geomstrings_count = 0;
1108         int fragstrings_count = 0;
1109         char *vertexstring, *geometrystring, *fragmentstring;
1110         const char *vertstrings_list[32+3];
1111         const char *geomstrings_list[32+3];
1112         const char *fragstrings_list[32+3];
1113         char permutationname[256];
1114
1115         if (p->compiled)
1116                 return;
1117         p->compiled = true;
1118         p->program = 0;
1119
1120         permutationname[0] = 0;
1121         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1124
1125         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1126
1127         // the first pretext is which type of shader to compile as
1128         // (later these will all be bound together as a program object)
1129         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1132
1133         // the second pretext is the mode (for example a light source)
1134         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1138
1139         // now add all the permutation pretexts
1140         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1141         {
1142                 if (permutation & (1<<i))
1143                 {
1144                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1148                 }
1149                 else
1150                 {
1151                         // keep line numbers correct
1152                         vertstrings_list[vertstrings_count++] = "\n";
1153                         geomstrings_list[geomstrings_count++] = "\n";
1154                         fragstrings_list[fragstrings_count++] = "\n";
1155                 }
1156         }
1157
1158         // now append the shader text itself
1159         vertstrings_list[vertstrings_count++] = vertexstring;
1160         geomstrings_list[geomstrings_count++] = geometrystring;
1161         fragstrings_list[fragstrings_count++] = fragmentstring;
1162
1163         // if any sources were NULL, clear the respective list
1164         if (!vertexstring)
1165                 vertstrings_count = 0;
1166         if (!geometrystring)
1167                 geomstrings_count = 0;
1168         if (!fragmentstring)
1169                 fragstrings_count = 0;
1170
1171         // compile the shader program
1172         if (vertstrings_count + geomstrings_count + fragstrings_count)
1173                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1174         if (p->program)
1175         {
1176                 CHECKGLERROR
1177                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178                 // look up all the uniform variable names we care about, so we don't
1179                 // have to look them up every time we set them
1180                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1182                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1198                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1199                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1200                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1201                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1204                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1206                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1207                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1208                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1211                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1212                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1214                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1215                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1220                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1221                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223                 // initialize the samplers to refer to the texture units we use
1224                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1225                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1226                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1227                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1228                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1232                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1233                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1234                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1235                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1236                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1237                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1238                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1239                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1240                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1241                 CHECKGLERROR
1242                 qglUseProgramObjectARB(0);CHECKGLERROR
1243                 if (developer.integer)
1244                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1245         }
1246         else
1247                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1248
1249         // free the strings
1250         if (vertexstring)
1251                 Mem_Free(vertexstring);
1252         if (geometrystring)
1253                 Mem_Free(geometrystring);
1254         if (fragmentstring)
1255                 Mem_Free(fragmentstring);
1256 }
1257
1258 void R_GLSL_Restart_f(void)
1259 {
1260         shadermode_t mode;
1261         shaderpermutation_t permutation;
1262         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264                         if (r_glsl_permutations[mode][permutation].program)
1265                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1267 }
1268
1269 void R_GLSL_DumpShader_f(void)
1270 {
1271         int i;
1272
1273         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1274         if(!file)
1275         {
1276                 Con_Printf("failed to write to glsl/default.glsl\n");
1277                 return;
1278         }
1279
1280         FS_Print(file, "// The engine may define the following macros:\n");
1281         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282         for (i = 0;i < SHADERMODE_COUNT;i++)
1283                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286         FS_Print(file, "\n");
1287         FS_Print(file, builtinshaderstring);
1288         FS_Close(file);
1289
1290         Con_Printf("glsl/default.glsl written\n");
1291 }
1292
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1297 {
1298         // select a permutation of the lighting shader appropriate to this
1299         // combination of texture, entity, light source, and fogging, only use the
1300         // minimum features necessary to avoid wasting rendering time in the
1301         // fragment shader on features that are not being used
1302         unsigned int permutation = 0;
1303         shadermode_t mode = 0;
1304         r_glsl_permutation = NULL;
1305         // TODO: implement geometry-shader based shadow volumes someday
1306         if (r_glsl_offsetmapping.integer)
1307         {
1308                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309                 if (r_glsl_offsetmapping_reliefmapping.integer)
1310                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1311         }
1312         if (rsurfacepass == RSURFPASS_BACKGROUND)
1313         {
1314                 // distorted background
1315                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316                         mode = SHADERMODE_WATER;
1317                 else
1318                         mode = SHADERMODE_REFRACTION;
1319         }
1320         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1321         {
1322                 // light source
1323                 mode = SHADERMODE_LIGHTSOURCE;
1324                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1328                 if (diffusescale > 0)
1329                         permutation |= SHADERPERMUTATION_DIFFUSE;
1330                 if (specularscale > 0)
1331                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332                 if (r_refdef.fogenabled)
1333                         permutation |= SHADERPERMUTATION_FOG;
1334                 if (rsurface.texture->colormapping)
1335                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1336                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1338         }
1339         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1340         {
1341                 // unshaded geometry (fullbright or ambient model lighting)
1342                 mode = SHADERMODE_FLATCOLOR;
1343                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345                 if (rsurface.texture->currentskinframe->glow)
1346                         permutation |= SHADERPERMUTATION_GLOW;
1347                 if (r_refdef.fogenabled)
1348                         permutation |= SHADERPERMUTATION_FOG;
1349                 if (rsurface.texture->colormapping)
1350                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1351                 if (r_glsl_offsetmapping.integer)
1352                 {
1353                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354                         if (r_glsl_offsetmapping_reliefmapping.integer)
1355                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1356                 }
1357                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360                         permutation |= SHADERPERMUTATION_REFLECTION;
1361         }
1362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1363         {
1364                 // directional model lighting
1365                 mode = SHADERMODE_LIGHTDIRECTION;
1366                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368                 if (rsurface.texture->currentskinframe->glow)
1369                         permutation |= SHADERPERMUTATION_GLOW;
1370                 permutation |= SHADERPERMUTATION_DIFFUSE;
1371                 if (specularscale > 0)
1372                         permutation |= SHADERPERMUTATION_SPECULAR;
1373                 if (r_refdef.fogenabled)
1374                         permutation |= SHADERPERMUTATION_FOG;
1375                 if (rsurface.texture->colormapping)
1376                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1377                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380                         permutation |= SHADERPERMUTATION_REFLECTION;
1381         }
1382         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1383         {
1384                 // ambient model lighting
1385                 mode = SHADERMODE_LIGHTDIRECTION;
1386                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388                 if (rsurface.texture->currentskinframe->glow)
1389                         permutation |= SHADERPERMUTATION_GLOW;
1390                 if (r_refdef.fogenabled)
1391                         permutation |= SHADERPERMUTATION_FOG;
1392                 if (rsurface.texture->colormapping)
1393                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1394                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397                         permutation |= SHADERPERMUTATION_REFLECTION;
1398         }
1399         else
1400         {
1401                 // lightmapped wall
1402                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1403                 {
1404                         // deluxemapping (light direction texture)
1405                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1407                         else
1408                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409                         permutation |= SHADERPERMUTATION_DIFFUSE;
1410                         if (specularscale > 0)
1411                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1412                 }
1413                 else if (r_glsl_deluxemapping.integer >= 2)
1414                 {
1415                         // fake deluxemapping (uniform light direction in tangentspace)
1416                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417                         permutation |= SHADERPERMUTATION_DIFFUSE;
1418                         if (specularscale > 0)
1419                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1420                 }
1421                 else if (rsurface.uselightmaptexture)
1422                 {
1423                         // ordinary lightmapping (q1bsp, q3bsp)
1424                         mode = SHADERMODE_LIGHTMAP;
1425                 }
1426                 else
1427                 {
1428                         // ordinary vertex coloring (q3bsp)
1429                         mode = SHADERMODE_VERTEXCOLOR;
1430                 }
1431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433                 if (rsurface.texture->currentskinframe->glow)
1434                         permutation |= SHADERPERMUTATION_GLOW;
1435                 if (r_refdef.fogenabled)
1436                         permutation |= SHADERPERMUTATION_FOG;
1437                 if (rsurface.texture->colormapping)
1438                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1439                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442                         permutation |= SHADERPERMUTATION_REFLECTION;
1443         }
1444         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445         if (!r_glsl_permutation->program)
1446         {
1447                 if (!r_glsl_permutation->compiled)
1448                         R_GLSL_CompilePermutation(mode, permutation);
1449                 if (!r_glsl_permutation->program)
1450                 {
1451                         // remove features until we find a valid permutation
1452                         int i;
1453                         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454                         {
1455                                 // reduce i more quickly whenever it would not remove any bits
1456                                 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457                                 if (!(permutation & j))
1458                                         continue;
1459                                 permutation -= j;
1460                                 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461                                 if (!r_glsl_permutation->compiled)
1462                                         R_GLSL_CompilePermutation(mode, permutation);
1463                                 if (r_glsl_permutation->program)
1464                                         break;
1465                         }
1466                         if (i >= SHADERPERMUTATION_COUNT)
1467                         {
1468                                 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");
1469                                 Cvar_SetValueQuick(&r_glsl, 0);
1470                                 return 0; // no bit left to clear
1471                         }
1472                 }
1473         }
1474         CHECKGLERROR
1475         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476         if (mode == SHADERMODE_LIGHTSOURCE)
1477         {
1478                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1480                 {
1481                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1485                 }
1486                 else
1487                 {
1488                         // ambient only is simpler
1489                         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]);
1490                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1493                 }
1494                 // additive passes are only darkened by fog, not tinted
1495                 if (r_glsl_permutation->loc_FogColor >= 0)
1496                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1497         }
1498         else
1499         {
1500                 if (mode == SHADERMODE_LIGHTDIRECTION)
1501                 {
1502                         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);
1503                         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);
1504                         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);
1505                         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]);
1506                 }
1507                 else
1508                 {
1509                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1512                 }
1513                 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]);
1514                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515                 // additive passes are only darkened by fog, not tinted
1516                 if (r_glsl_permutation->loc_FogColor >= 0)
1517                 {
1518                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1520                         else
1521                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1522                 }
1523                 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);
1524                 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]);
1525                 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]);
1526                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1530         }
1531         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1532         {
1533                 // The formula used is actually:
1534                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535                 //   color.rgb *= SceneBrightness;
1536                 // simplified:
1537                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538                 // and do [[calculations]] here in the engine
1539                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1541         }
1542         else
1543                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545         if (r_glsl_permutation->loc_Color_Pants >= 0)
1546         {
1547                 if (rsurface.texture->currentskinframe->pants)
1548                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1549                 else
1550                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1551         }
1552         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1553         {
1554                 if (rsurface.texture->currentskinframe->shirt)
1555                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1556                 else
1557                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1558         }
1559         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1562         CHECKGLERROR
1563         return permutation;
1564 }
1565
1566 #define SKINFRAME_HASH 1024
1567
1568 struct
1569 {
1570         int loadsequence; // incremented each level change
1571         memexpandablearray_t array;
1572         skinframe_t *hash[SKINFRAME_HASH];
1573 }
1574 r_skinframe;
1575
1576 void R_SkinFrame_PrepareForPurge(void)
1577 {
1578         r_skinframe.loadsequence++;
1579         // wrap it without hitting zero
1580         if (r_skinframe.loadsequence >= 200)
1581                 r_skinframe.loadsequence = 1;
1582 }
1583
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1585 {
1586         if (!skinframe)
1587                 return;
1588         // mark the skinframe as used for the purging code
1589         skinframe->loadsequence = r_skinframe.loadsequence;
1590 }
1591
1592 void R_SkinFrame_Purge(void)
1593 {
1594         int i;
1595         skinframe_t *s;
1596         for (i = 0;i < SKINFRAME_HASH;i++)
1597         {
1598                 for (s = r_skinframe.hash[i];s;s = s->next)
1599                 {
1600                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1601                         {
1602                                 if (s->merged == s->base)
1603                                         s->merged = NULL;
1604                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1606                                 R_PurgeTexture(s->merged);s->merged = NULL;
1607                                 R_PurgeTexture(s->base  );s->base   = NULL;
1608                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1609                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1610                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1611                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1612                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1613                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1614                                 s->loadsequence = 0;
1615                         }
1616                 }
1617         }
1618 }
1619
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1621         skinframe_t *item;
1622         char basename[MAX_QPATH];
1623
1624         Image_StripImageExtension(name, basename, sizeof(basename));
1625
1626         if( last == NULL ) {
1627                 int hashindex;
1628                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629                 item = r_skinframe.hash[hashindex];
1630         } else {
1631                 item = last->next;
1632         }
1633
1634         // linearly search through the hash bucket
1635         for( ; item ; item = item->next ) {
1636                 if( !strcmp( item->basename, basename ) ) {
1637                         return item;
1638                 }
1639         }
1640         return NULL;
1641 }
1642
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1644 {
1645         skinframe_t *item;
1646         int hashindex;
1647         char basename[MAX_QPATH];
1648
1649         Image_StripImageExtension(name, basename, sizeof(basename));
1650
1651         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1654                         break;
1655
1656         if (!item) {
1657                 rtexture_t *dyntexture;
1658                 // check whether its a dynamic texture
1659                 dyntexture = CL_GetDynTexture( basename );
1660                 if (!add && !dyntexture)
1661                         return NULL;
1662                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663                 memset(item, 0, sizeof(*item));
1664                 strlcpy(item->basename, basename, sizeof(item->basename));
1665                 item->base = dyntexture; // either NULL or dyntexture handle
1666                 item->textureflags = textureflags;
1667                 item->comparewidth = comparewidth;
1668                 item->compareheight = compareheight;
1669                 item->comparecrc = comparecrc;
1670                 item->next = r_skinframe.hash[hashindex];
1671                 r_skinframe.hash[hashindex] = item;
1672         }
1673         else if( item->base == NULL )
1674         {
1675                 rtexture_t *dyntexture;
1676                 // check whether its a dynamic texture
1677                 // 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]
1678                 dyntexture = CL_GetDynTexture( basename );
1679                 item->base = dyntexture; // either NULL or dyntexture handle
1680         }
1681
1682         R_SkinFrame_MarkUsed(item);
1683         return item;
1684 }
1685
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1687 {
1688         // FIXME: it should be possible to disable loading various layers using
1689         // cvars, to prevent wasted loading time and memory usage if the user does
1690         // not want them
1691         qboolean loadnormalmap = true;
1692         qboolean loadgloss = true;
1693         qboolean loadpantsandshirt = true;
1694         qboolean loadglow = true;
1695         int j;
1696         unsigned char *pixels;
1697         unsigned char *bumppixels;
1698         unsigned char *basepixels = NULL;
1699         int basepixels_width;
1700         int basepixels_height;
1701         skinframe_t *skinframe;
1702
1703         if (cls.state == ca_dedicated)
1704                 return NULL;
1705
1706         // return an existing skinframe if already loaded
1707         // if loading of the first image fails, don't make a new skinframe as it
1708         // would cause all future lookups of this to be missing
1709         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710         if (skinframe && skinframe->base)
1711                 return skinframe;
1712
1713         basepixels = loadimagepixelsbgra(name, complain, true);
1714         if (basepixels == NULL)
1715                 return NULL;
1716
1717         // we've got some pixels to store, so really allocate this new texture now
1718         if (!skinframe)
1719                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720         skinframe->stain = NULL;
1721         skinframe->merged = NULL;
1722         skinframe->base = r_texture_notexture;
1723         skinframe->pants = NULL;
1724         skinframe->shirt = NULL;
1725         skinframe->nmap = r_texture_blanknormalmap;
1726         skinframe->gloss = NULL;
1727         skinframe->glow = NULL;
1728         skinframe->fog = NULL;
1729
1730         basepixels_width = image_width;
1731         basepixels_height = image_height;
1732         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);
1733
1734         if (textureflags & TEXF_ALPHA)
1735         {
1736                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737                         if (basepixels[j] < 255)
1738                                 break;
1739                 if (j < basepixels_width * basepixels_height * 4)
1740                 {
1741                         // has transparent pixels
1742                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743                         for (j = 0;j < image_width * image_height * 4;j += 4)
1744                         {
1745                                 pixels[j+0] = 255;
1746                                 pixels[j+1] = 255;
1747                                 pixels[j+2] = 255;
1748                                 pixels[j+3] = basepixels[j+3];
1749                         }
1750                         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);
1751                         Mem_Free(pixels);
1752                 }
1753         }
1754
1755         // _norm is the name used by tenebrae and has been adopted as standard
1756         if (loadnormalmap)
1757         {
1758                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1759                 {
1760                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1761                         Mem_Free(pixels);
1762                         pixels = NULL;
1763                 }
1764                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1765                 {
1766                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1769                         Mem_Free(pixels);
1770                         Mem_Free(bumppixels);
1771                 }
1772                 else if (r_shadow_bumpscale_basetexture.value > 0)
1773                 {
1774                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1777                         Mem_Free(pixels);
1778                 }
1779         }
1780         // _luma is supported for tenebrae compatibility
1781         // (I think it's a very stupid name, but oh well)
1782         // _glow is the preferred name
1783         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;}
1784         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;}
1785         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;}
1786         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;}
1787
1788         if (basepixels)
1789                 Mem_Free(basepixels);
1790
1791         return skinframe;
1792 }
1793
1794 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)
1795 {
1796         int i;
1797         if (!force)
1798         {
1799                 for (i = 0;i < width*height;i++)
1800                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1801                                 break;
1802                 if (i == width*height)
1803                         return NULL;
1804         }
1805         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1806 }
1807
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1810 {
1811         int i;
1812         unsigned char *temp1, *temp2;
1813         skinframe_t *skinframe;
1814
1815         if (cls.state == ca_dedicated)
1816                 return NULL;
1817
1818         // if already loaded just return it, otherwise make a new skinframe
1819         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820         if (skinframe && skinframe->base)
1821                 return skinframe;
1822
1823         skinframe->stain = NULL;
1824         skinframe->merged = NULL;
1825         skinframe->base = r_texture_notexture;
1826         skinframe->pants = NULL;
1827         skinframe->shirt = NULL;
1828         skinframe->nmap = r_texture_blanknormalmap;
1829         skinframe->gloss = NULL;
1830         skinframe->glow = NULL;
1831         skinframe->fog = NULL;
1832
1833         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1834         if (!skindata)
1835                 return NULL;
1836
1837         if (r_shadow_bumpscale_basetexture.value > 0)
1838         {
1839                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840                 temp2 = temp1 + width * height * 4;
1841                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1843                 Mem_Free(temp1);
1844         }
1845         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846         if (textureflags & TEXF_ALPHA)
1847         {
1848                 for (i = 3;i < width * height * 4;i += 4)
1849                         if (skindata[i] < 255)
1850                                 break;
1851                 if (i < width * height * 4)
1852                 {
1853                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854                         memcpy(fogpixels, skindata, width * height * 4);
1855                         for (i = 0;i < width * height * 4;i += 4)
1856                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858                         Mem_Free(fogpixels);
1859                 }
1860         }
1861
1862         return skinframe;
1863 }
1864
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1866 {
1867         int i;
1868         unsigned char *temp1, *temp2;
1869         skinframe_t *skinframe;
1870
1871         if (cls.state == ca_dedicated)
1872                 return NULL;
1873
1874         // if already loaded just return it, otherwise make a new skinframe
1875         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876         if (skinframe && skinframe->base)
1877                 return skinframe;
1878
1879         skinframe->stain = NULL;
1880         skinframe->merged = NULL;
1881         skinframe->base = r_texture_notexture;
1882         skinframe->pants = NULL;
1883         skinframe->shirt = NULL;
1884         skinframe->nmap = r_texture_blanknormalmap;
1885         skinframe->gloss = NULL;
1886         skinframe->glow = NULL;
1887         skinframe->fog = NULL;
1888
1889         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1890         if (!skindata)
1891                 return NULL;
1892
1893         if (r_shadow_bumpscale_basetexture.value > 0)
1894         {
1895                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896                 temp2 = temp1 + width * height * 4;
1897                 // use either a custom palette or the quake palette
1898                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1901                 Mem_Free(temp1);
1902         }
1903         // use either a custom palette, or the quake palette
1904         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1905         if (loadglowtexture)
1906                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907         if (loadpantsandshirt)
1908         {
1909                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1911         }
1912         if (skinframe->pants || skinframe->shirt)
1913                 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
1914         if (textureflags & TEXF_ALPHA)
1915         {
1916                 for (i = 0;i < width * height;i++)
1917                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1918                                 break;
1919                 if (i < width * height)
1920                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1921         }
1922
1923         return skinframe;
1924 }
1925
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1927 {
1928         skinframe_t *skinframe;
1929
1930         if (cls.state == ca_dedicated)
1931                 return NULL;
1932
1933         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934         skinframe->stain = NULL;
1935         skinframe->merged = NULL;
1936         skinframe->base = r_texture_notexture;
1937         skinframe->pants = NULL;
1938         skinframe->shirt = NULL;
1939         skinframe->nmap = r_texture_blanknormalmap;
1940         skinframe->gloss = NULL;
1941         skinframe->glow = NULL;
1942         skinframe->fog = NULL;
1943
1944         return skinframe;
1945 }
1946
1947 void gl_main_start(void)
1948 {
1949         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1951
1952         // set up r_skinframe loading system for textures
1953         memset(&r_skinframe, 0, sizeof(r_skinframe));
1954         r_skinframe.loadsequence = 1;
1955         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1956
1957         r_main_texturepool = R_AllocTexturePool();
1958         R_BuildBlankTextures();
1959         R_BuildNoTexture();
1960         if (gl_texturecubemap)
1961         {
1962                 R_BuildWhiteCube();
1963                 R_BuildNormalizationCube();
1964         }
1965         r_texture_fogattenuation = NULL;
1966         //r_texture_fogintensity = NULL;
1967         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968         memset(&r_waterstate, 0, sizeof(r_waterstate));
1969         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970         memset(&r_svbsp, 0, sizeof (r_svbsp));
1971
1972         r_refdef.fogmasktable_density = 0;
1973 }
1974
1975 void gl_main_shutdown(void)
1976 {
1977         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1979
1980         // clear out the r_skinframe state
1981         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982         memset(&r_skinframe, 0, sizeof(r_skinframe));
1983
1984         if (r_svbsp.nodes)
1985                 Mem_Free(r_svbsp.nodes);
1986         memset(&r_svbsp, 0, sizeof (r_svbsp));
1987         R_FreeTexturePool(&r_main_texturepool);
1988         r_texture_blanknormalmap = NULL;
1989         r_texture_white = NULL;
1990         r_texture_grey128 = NULL;
1991         r_texture_black = NULL;
1992         r_texture_whitecube = NULL;
1993         r_texture_normalizationcube = NULL;
1994         r_texture_fogattenuation = NULL;
1995         //r_texture_fogintensity = NULL;
1996         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997         memset(&r_waterstate, 0, sizeof(r_waterstate));
1998         R_GLSL_Restart_f();
1999 }
2000
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2003 {
2004         // FIXME: move this code to client
2005         int l;
2006         char *entities, entname[MAX_QPATH];
2007         if (cl.worldmodel)
2008         {
2009                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010                 l = (int)strlen(entname) - 4;
2011                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2012                 {
2013                         memcpy(entname + l, ".ent", 5);
2014                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2015                         {
2016                                 CL_ParseEntityLump(entities);
2017                                 Mem_Free(entities);
2018                                 return;
2019                         }
2020                 }
2021                 if (cl.worldmodel->brush.entities)
2022                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2023         }
2024 }
2025
2026 void GL_Main_Init(void)
2027 {
2028         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2029
2030         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033         if (gamemode == GAME_NEHAHRA)
2034         {
2035                 Cvar_RegisterVariable (&gl_fogenable);
2036                 Cvar_RegisterVariable (&gl_fogdensity);
2037                 Cvar_RegisterVariable (&gl_fogred);
2038                 Cvar_RegisterVariable (&gl_foggreen);
2039                 Cvar_RegisterVariable (&gl_fogblue);
2040                 Cvar_RegisterVariable (&gl_fogstart);
2041                 Cvar_RegisterVariable (&gl_fogend);
2042                 Cvar_RegisterVariable (&gl_skyclip);
2043         }
2044         Cvar_RegisterVariable(&r_depthfirst);
2045         Cvar_RegisterVariable(&r_nearclip);
2046         Cvar_RegisterVariable(&r_showbboxes);
2047         Cvar_RegisterVariable(&r_showsurfaces);
2048         Cvar_RegisterVariable(&r_showtris);
2049         Cvar_RegisterVariable(&r_shownormals);
2050         Cvar_RegisterVariable(&r_showlighting);
2051         Cvar_RegisterVariable(&r_showshadowvolumes);
2052         Cvar_RegisterVariable(&r_showcollisionbrushes);
2053         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055         Cvar_RegisterVariable(&r_showdisabledepthtest);
2056         Cvar_RegisterVariable(&r_drawportals);
2057         Cvar_RegisterVariable(&r_drawentities);
2058         Cvar_RegisterVariable(&r_cullentities_trace);
2059         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062         Cvar_RegisterVariable(&r_drawviewmodel);
2063         Cvar_RegisterVariable(&r_speeds);
2064         Cvar_RegisterVariable(&r_fullbrights);
2065         Cvar_RegisterVariable(&r_wateralpha);
2066         Cvar_RegisterVariable(&r_dynamic);
2067         Cvar_RegisterVariable(&r_fullbright);
2068         Cvar_RegisterVariable(&r_shadows);
2069         Cvar_RegisterVariable(&r_shadows_throwdistance);
2070         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073         Cvar_RegisterVariable(&r_fog_exp2);
2074         Cvar_RegisterVariable(&r_textureunits);
2075         Cvar_RegisterVariable(&r_glsl);
2076         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080         Cvar_RegisterVariable(&r_water);
2081         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082         Cvar_RegisterVariable(&r_water_clippingplanebias);
2083         Cvar_RegisterVariable(&r_water_refractdistort);
2084         Cvar_RegisterVariable(&r_water_reflectdistort);
2085         Cvar_RegisterVariable(&r_lerpsprites);
2086         Cvar_RegisterVariable(&r_lerpmodels);
2087         Cvar_RegisterVariable(&r_lerplightstyles);
2088         Cvar_RegisterVariable(&r_waterscroll);
2089         Cvar_RegisterVariable(&r_bloom);
2090         Cvar_RegisterVariable(&r_bloom_colorscale);
2091         Cvar_RegisterVariable(&r_bloom_brighten);
2092         Cvar_RegisterVariable(&r_bloom_blur);
2093         Cvar_RegisterVariable(&r_bloom_resolution);
2094         Cvar_RegisterVariable(&r_bloom_colorexponent);
2095         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096         Cvar_RegisterVariable(&r_hdr);
2097         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098         Cvar_RegisterVariable(&r_glsl_contrastboost);
2099         Cvar_RegisterVariable(&r_hdr_glowintensity);
2100         Cvar_RegisterVariable(&r_hdr_range);
2101         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102         Cvar_RegisterVariable(&developer_texturelogging);
2103         Cvar_RegisterVariable(&gl_lightmaps);
2104         Cvar_RegisterVariable(&r_test);
2105         Cvar_RegisterVariable(&r_batchmode);
2106         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107                 Cvar_SetValue("r_fullbrights", 0);
2108         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2109
2110         Cvar_RegisterVariable(&r_track_sprites);
2111         Cvar_RegisterVariable(&r_track_sprites_flags);
2112         Cvar_RegisterVariable(&r_track_sprites_scalew);
2113         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2114 }
2115
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2128
2129 void Render_Init(void)
2130 {
2131         gl_backend_init();
2132         R_Textures_Init();
2133         GL_Main_Init();
2134         GL_Draw_Init();
2135         R_Shadow_Init();
2136         R_Sky_Init();
2137         GL_Surf_Init();
2138         Sbar_Init();
2139         R_Particles_Init();
2140         R_Explosion_Init();
2141         R_LightningBeams_Init();
2142         Mod_RenderInit();
2143 }
2144
2145 /*
2146 ===============
2147 GL_Init
2148 ===============
2149 */
2150 extern char *ENGINE_EXTENSIONS;
2151 void GL_Init (void)
2152 {
2153         VID_CheckExtensions();
2154
2155         // LordHavoc: report supported extensions
2156         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2157
2158         // clear to black (loading plaque will be seen over this)
2159         CHECKGLERROR
2160         qglClearColor(0,0,0,1);CHECKGLERROR
2161         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2162 }
2163
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2165 {
2166         int i;
2167         mplane_t *p;
2168         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2169         {
2170                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2171                 if (i == 4)
2172                         continue;
2173                 p = r_refdef.view.frustum + i;
2174                 switch(p->signbits)
2175                 {
2176                 default:
2177                 case 0:
2178                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2179                                 return true;
2180                         break;
2181                 case 1:
2182                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2183                                 return true;
2184                         break;
2185                 case 2:
2186                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2187                                 return true;
2188                         break;
2189                 case 3:
2190                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2191                                 return true;
2192                         break;
2193                 case 4:
2194                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2195                                 return true;
2196                         break;
2197                 case 5:
2198                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2199                                 return true;
2200                         break;
2201                 case 6:
2202                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2203                                 return true;
2204                         break;
2205                 case 7:
2206                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2207                                 return true;
2208                         break;
2209                 }
2210         }
2211         return false;
2212 }
2213
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2215 {
2216         int i;
2217         const mplane_t *p;
2218         for (i = 0;i < numplanes;i++)
2219         {
2220                 p = planes + i;
2221                 switch(p->signbits)
2222                 {
2223                 default:
2224                 case 0:
2225                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2226                                 return true;
2227                         break;
2228                 case 1:
2229                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2230                                 return true;
2231                         break;
2232                 case 2:
2233                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2234                                 return true;
2235                         break;
2236                 case 3:
2237                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2238                                 return true;
2239                         break;
2240                 case 4:
2241                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2242                                 return true;
2243                         break;
2244                 case 5:
2245                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2246                                 return true;
2247                         break;
2248                 case 6:
2249                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2250                                 return true;
2251                         break;
2252                 case 7:
2253                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2254                                 return true;
2255                         break;
2256                 }
2257         }
2258         return false;
2259 }
2260
2261 //==================================================================================
2262
2263 static void R_View_UpdateEntityVisible (void)
2264 {
2265         int i, renderimask;
2266         entity_render_t *ent;
2267
2268         if (!r_drawentities.integer)
2269                 return;
2270
2271         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2273         {
2274                 // worldmodel can check visibility
2275                 for (i = 0;i < r_refdef.scene.numentities;i++)
2276                 {
2277                         ent = r_refdef.scene.entities[i];
2278                         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)) && ((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));
2279
2280                 }
2281                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2282                 {
2283                         for (i = 0;i < r_refdef.scene.numentities;i++)
2284                         {
2285                                 ent = r_refdef.scene.entities[i];
2286                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2287                                 {
2288                                         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))
2289                                                 ent->last_trace_visibility = realtime;
2290                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291                                                 r_refdef.viewcache.entityvisible[i] = 0;
2292                                 }
2293                         }
2294                 }
2295         }
2296         else
2297         {
2298                 // no worldmodel or it can't check visibility
2299                 for (i = 0;i < r_refdef.scene.numentities;i++)
2300                 {
2301                         ent = r_refdef.scene.entities[i];
2302                         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));
2303                 }
2304         }
2305 }
2306
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2309 {
2310         int i, sky;
2311         entity_render_t *ent;
2312
2313         if (!r_drawentities.integer)
2314                 return false;
2315
2316         sky = false;
2317         for (i = 0;i < r_refdef.scene.numentities;i++)
2318         {
2319                 if (!r_refdef.viewcache.entityvisible[i])
2320                         continue;
2321                 ent = r_refdef.scene.entities[i];
2322                 if (!ent->model || !ent->model->DrawSky)
2323                         continue;
2324                 ent->model->DrawSky(ent);
2325                 sky = true;
2326         }
2327         return sky;
2328 }
2329
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2332 {
2333         int i;
2334         entity_render_t *ent;
2335
2336         if (!r_drawentities.integer)
2337                 return;
2338
2339         for (i = 0;i < r_refdef.scene.numentities;i++)
2340         {
2341                 if (!r_refdef.viewcache.entityvisible[i])
2342                         continue;
2343                 ent = r_refdef.scene.entities[i];
2344                 r_refdef.stats.entities++;
2345                 if (ent->model && ent->model->Draw != NULL)
2346                         ent->model->Draw(ent);
2347                 else
2348                         R_DrawNoModel(ent);
2349         }
2350 }
2351
2352 static void R_DrawModelsDepth(void)
2353 {
2354         int i;
2355         entity_render_t *ent;
2356
2357         if (!r_drawentities.integer)
2358                 return;
2359
2360         for (i = 0;i < r_refdef.scene.numentities;i++)
2361         {
2362                 if (!r_refdef.viewcache.entityvisible[i])
2363                         continue;
2364                 ent = r_refdef.scene.entities[i];
2365                 if (ent->model && ent->model->DrawDepth != NULL)
2366                         ent->model->DrawDepth(ent);
2367         }
2368 }
2369
2370 static void R_DrawModelsDebug(void)
2371 {
2372         int i;
2373         entity_render_t *ent;
2374
2375         if (!r_drawentities.integer)
2376                 return;
2377
2378         for (i = 0;i < r_refdef.scene.numentities;i++)
2379         {
2380                 if (!r_refdef.viewcache.entityvisible[i])
2381                         continue;
2382                 ent = r_refdef.scene.entities[i];
2383                 if (ent->model && ent->model->DrawDebug != NULL)
2384                         ent->model->DrawDebug(ent);
2385         }
2386 }
2387
2388 static void R_DrawModelsAddWaterPlanes(void)
2389 {
2390         int i;
2391         entity_render_t *ent;
2392
2393         if (!r_drawentities.integer)
2394                 return;
2395
2396         for (i = 0;i < r_refdef.scene.numentities;i++)
2397         {
2398                 if (!r_refdef.viewcache.entityvisible[i])
2399                         continue;
2400                 ent = r_refdef.scene.entities[i];
2401                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402                         ent->model->DrawAddWaterPlanes(ent);
2403         }
2404 }
2405
2406 static void R_View_SetFrustum(void)
2407 {
2408         int i;
2409         double slopex, slopey;
2410         vec3_t forward, left, up, origin;
2411
2412         // we can't trust r_refdef.view.forward and friends in reflected scenes
2413         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2414
2415 #if 0
2416         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2428 #endif
2429
2430 #if 0
2431         zNear = r_refdef.nearclip;
2432         nudge = 1.0 - 1.0 / (1<<23);
2433         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2441 #endif
2442
2443
2444
2445 #if 0
2446         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449         r_refdef.view.frustum[0].dist = m[15] - m[12];
2450
2451         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454         r_refdef.view.frustum[1].dist = m[15] + m[12];
2455
2456         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459         r_refdef.view.frustum[2].dist = m[15] - m[13];
2460
2461         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464         r_refdef.view.frustum[3].dist = m[15] + m[13];
2465
2466         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469         r_refdef.view.frustum[4].dist = m[15] - m[14];
2470
2471         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474         r_refdef.view.frustum[5].dist = m[15] + m[14];
2475 #endif
2476
2477         if (r_refdef.view.useperspective)
2478         {
2479                 slopex = 1.0 / r_refdef.view.frustum_x;
2480                 slopey = 1.0 / r_refdef.view.frustum_y;
2481                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2482                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2483                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2484                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2485                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2486
2487                 // Leaving those out was a mistake, those were in the old code, and they
2488                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489                 // I couldn't reproduce it after adding those normalizations. --blub
2490                 VectorNormalize(r_refdef.view.frustum[0].normal);
2491                 VectorNormalize(r_refdef.view.frustum[1].normal);
2492                 VectorNormalize(r_refdef.view.frustum[2].normal);
2493                 VectorNormalize(r_refdef.view.frustum[3].normal);
2494
2495                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2497                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2498                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2499                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2500
2501                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2506         }
2507         else
2508         {
2509                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2514                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2519         }
2520         r_refdef.view.numfrustumplanes = 5;
2521
2522         if (r_refdef.view.useclipplane)
2523         {
2524                 r_refdef.view.numfrustumplanes = 6;
2525                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2526         }
2527
2528         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529                 PlaneClassify(r_refdef.view.frustum + i);
2530
2531         // LordHavoc: note to all quake engine coders, Quake had a special case
2532         // for 90 degrees which assumed a square view (wrong), so I removed it,
2533         // Quake2 has it disabled as well.
2534
2535         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2537         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538         //PlaneClassify(&frustum[0]);
2539
2540         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2542         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543         //PlaneClassify(&frustum[1]);
2544
2545         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2547         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548         //PlaneClassify(&frustum[2]);
2549
2550         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2552         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553         //PlaneClassify(&frustum[3]);
2554
2555         // nearclip plane
2556         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2557         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558         //PlaneClassify(&frustum[4]);
2559 }
2560
2561 void R_View_Update(void)
2562 {
2563         R_View_SetFrustum();
2564         R_View_WorldVisibility(r_refdef.view.useclipplane);
2565         R_View_UpdateEntityVisible();
2566 }
2567
2568 void R_SetupView(qboolean allowwaterclippingplane)
2569 {
2570         if (!r_refdef.view.useperspective)
2571                 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);
2572         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2574         else
2575                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2576
2577         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2578
2579         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2580         {
2581                 // LordHavoc: couldn't figure out how to make this approach the
2582                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585                         dist = r_refdef.view.clipplane.dist;
2586                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2587         }
2588 }
2589
2590 void R_ResetViewRendering2D(void)
2591 {
2592         if (gl_support_fragment_shader)
2593         {
2594                 qglUseProgramObjectARB(0);CHECKGLERROR
2595         }
2596
2597         DrawQ_Finish();
2598
2599         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603         GL_Color(1, 1, 1, 1);
2604         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605         GL_BlendFunc(GL_ONE, GL_ZERO);
2606         GL_AlphaTest(false);
2607         GL_ScissorTest(false);
2608         GL_DepthMask(false);
2609         GL_DepthRange(0, 1);
2610         GL_DepthTest(false);
2611         R_Mesh_Matrix(&identitymatrix);
2612         R_Mesh_ResetTextureState();
2613         GL_PolygonOffset(0, 0);
2614         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617         qglStencilMask(~0);CHECKGLERROR
2618         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2621 }
2622
2623 void R_ResetViewRendering3D(void)
2624 {
2625         if (gl_support_fragment_shader)
2626         {
2627                 qglUseProgramObjectARB(0);CHECKGLERROR
2628         }
2629
2630         DrawQ_Finish();
2631
2632         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2634         R_SetupView(true);
2635         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636         GL_Color(1, 1, 1, 1);
2637         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638         GL_BlendFunc(GL_ONE, GL_ZERO);
2639         GL_AlphaTest(false);
2640         GL_ScissorTest(true);
2641         GL_DepthMask(true);
2642         GL_DepthRange(0, 1);
2643         GL_DepthTest(true);
2644         R_Mesh_Matrix(&identitymatrix);
2645         R_Mesh_ResetTextureState();
2646         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650         qglStencilMask(~0);CHECKGLERROR
2651         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653         GL_CullFace(r_refdef.view.cullface_back);
2654 }
2655
2656 /*
2657         R_Bloom_SetupShader(
2658 "// bloom shader\n"
2659 "// written by Forest 'LordHavoc' Hale\n"
2660 "\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2662 "\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2668 "#else\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2673 "#endif\n"
2674 "\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2677 "\n"
2678 "\n"
2679 "\n"
2680 "\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2683 "\n"
2684 "void main(void)\n"
2685 "{\n"
2686 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2689 "       // rendering\n"
2690 "       gl_Position = ftransform();\n"
2691 "}\n"
2692 "\n"
2693 "#endif // VERTEX_SHADER\n"
2694 "\n"
2695 "\n"
2696 "\n"
2697 "\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2700 "\n"
2701 "void main(void)\n"
2702 "{\n"
2703 "       int x, y;
2704 "       myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2706 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2710
2711 "       gl_FragColor = vec4(color);\n"
2712 "}\n"
2713 "\n"
2714 "#endif // FRAGMENT_SHADER\n"
2715 */
2716
2717 void R_RenderScene(qboolean addwaterplanes);
2718
2719 static void R_Water_StartFrame(void)
2720 {
2721         int i;
2722         int waterwidth, waterheight, texturewidth, textureheight;
2723         r_waterstate_waterplane_t *p;
2724
2725         // set waterwidth and waterheight to the water resolution that will be
2726         // used (often less than the screen resolution for faster rendering)
2727         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2729
2730         // calculate desired texture sizes
2731         // can't use water if the card does not support the texture size
2732         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733                 texturewidth = textureheight = waterwidth = waterheight = 0;
2734         else if (gl_support_arb_texture_non_power_of_two)
2735         {
2736                 texturewidth = waterwidth;
2737                 textureheight = waterheight;
2738         }
2739         else
2740         {
2741                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2742                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2743         }
2744
2745         // allocate textures as needed
2746         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2747         {
2748                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2750                 {
2751                         if (p->texture_refraction)
2752                                 R_FreeTexture(p->texture_refraction);
2753                         p->texture_refraction = NULL;
2754                         if (p->texture_reflection)
2755                                 R_FreeTexture(p->texture_reflection);
2756                         p->texture_reflection = NULL;
2757                 }
2758                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759                 r_waterstate.waterwidth = waterwidth;
2760                 r_waterstate.waterheight = waterheight;
2761                 r_waterstate.texturewidth = texturewidth;
2762                 r_waterstate.textureheight = textureheight;
2763         }
2764
2765         if (r_waterstate.waterwidth)
2766         {
2767                 r_waterstate.enabled = true;
2768
2769                 // set up variables that will be used in shader setup
2770                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2774         }
2775
2776         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777         r_waterstate.numwaterplanes = 0;
2778 }
2779
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2781 {
2782         int triangleindex, planeindex;
2783         const int *e;
2784         vec3_t vert[3];
2785         vec3_t normal;
2786         vec3_t center;
2787         r_waterstate_waterplane_t *p;
2788         // just use the first triangle with a valid normal for any decisions
2789         VectorClear(normal);
2790         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2791         {
2792                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796                 if (VectorLength2(normal) >= 0.001)
2797                         break;
2798         }
2799
2800         // find a matching plane if there is one
2801         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2803                         break;
2804         if (planeindex >= r_waterstate.maxwaterplanes)
2805                 return; // nothing we can do, out of planes
2806
2807         // if this triangle does not fit any known plane rendered this frame, add one
2808         if (planeindex >= r_waterstate.numwaterplanes)
2809         {
2810                 // store the new plane
2811                 r_waterstate.numwaterplanes++;
2812                 VectorCopy(normal, p->plane.normal);
2813                 VectorNormalize(p->plane.normal);
2814                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815                 PlaneClassify(&p->plane);
2816                 // flip the plane if it does not face the viewer
2817                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2818                 {
2819                         VectorNegate(p->plane.normal, p->plane.normal);
2820                         p->plane.dist *= -1;
2821                         PlaneClassify(&p->plane);
2822                 }
2823                 // clear materialflags and pvs
2824                 p->materialflags = 0;
2825                 p->pvsvalid = false;
2826         }
2827         // merge this surface's materialflags into the waterplane
2828         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829         // merge this surface's PVS into the waterplane
2830         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2833         {
2834                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2835                 p->pvsvalid = true;
2836         }
2837 }
2838
2839 static void R_Water_ProcessPlanes(void)
2840 {
2841         r_refdef_view_t originalview;
2842         int planeindex;
2843         r_waterstate_waterplane_t *p;
2844
2845         originalview = r_refdef.view;
2846
2847         // make sure enough textures are allocated
2848         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2849         {
2850                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2851                 {
2852                         if (!p->texture_refraction)
2853                                 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);
2854                         if (!p->texture_refraction)
2855                                 goto error;
2856                 }
2857
2858                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2859                 {
2860                         if (!p->texture_reflection)
2861                                 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);
2862                         if (!p->texture_reflection)
2863                                 goto error;
2864                 }
2865         }
2866
2867         // render views
2868         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2869         {
2870                 r_refdef.view.showdebug = false;
2871                 r_refdef.view.width = r_waterstate.waterwidth;
2872                 r_refdef.view.height = r_waterstate.waterheight;
2873                 r_refdef.view.useclipplane = true;
2874                 r_waterstate.renderingscene = true;
2875
2876                 // render the normal view scene and copy into texture
2877                 // (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)
2878                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2879                 {
2880                         r_refdef.view.clipplane = p->plane;
2881                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883                         PlaneClassify(&r_refdef.view.clipplane);
2884
2885                         R_RenderScene(false);
2886
2887                         // copy view into the screen texture
2888                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889                         GL_ActiveTexture(0);
2890                         CHECKGLERROR
2891                         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
2892                 }
2893
2894                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2895                 {
2896                         // render reflected scene and copy into texture
2897                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
2899                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
2900                         r_refdef.view.clipplane = p->plane;
2901                         // reverse the cullface settings for this render
2902                         r_refdef.view.cullface_front = GL_FRONT;
2903                         r_refdef.view.cullface_back = GL_BACK;
2904                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2905                         {
2906                                 r_refdef.view.usecustompvs = true;
2907                                 if (p->pvsvalid)
2908                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2909                                 else
2910                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2911                         }
2912
2913                         R_ResetViewRendering3D();
2914                         R_ClearScreen(r_refdef.fogenabled);
2915                         if (r_timereport_active)
2916                                 R_TimeReport("viewclear");
2917
2918                         R_RenderScene(false);
2919
2920                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2921                         GL_ActiveTexture(0);
2922                         CHECKGLERROR
2923                         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
2924
2925                         R_ResetViewRendering3D();
2926                         R_ClearScreen(r_refdef.fogenabled);
2927                         if (r_timereport_active)
2928                                 R_TimeReport("viewclear");
2929                 }
2930
2931                 r_refdef.view = originalview;
2932                 r_refdef.view.clear = true;
2933                 r_waterstate.renderingscene = false;
2934         }
2935         return;
2936 error:
2937         r_refdef.view = originalview;
2938         r_waterstate.renderingscene = false;
2939         Cvar_SetValueQuick(&r_water, 0);
2940         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2941         return;
2942 }
2943
2944 void R_Bloom_StartFrame(void)
2945 {
2946         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2947
2948         // set bloomwidth and bloomheight to the bloom resolution that will be
2949         // used (often less than the screen resolution for faster rendering)
2950         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2951         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2952         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2953
2954         // calculate desired texture sizes
2955         if (gl_support_arb_texture_non_power_of_two)
2956         {
2957                 screentexturewidth = r_refdef.view.width;
2958                 screentextureheight = r_refdef.view.height;
2959                 bloomtexturewidth = r_bloomstate.bloomwidth;
2960                 bloomtextureheight = r_bloomstate.bloomheight;
2961         }
2962         else
2963         {
2964                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2965                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2966                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2967                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2968         }
2969
2970         if (r_hdr.integer)
2971         {
2972                 screentexturewidth = screentextureheight = 0;
2973         }
2974         else if (r_bloom.integer)
2975         {
2976         }
2977         else
2978         {
2979                 screentexturewidth = screentextureheight = 0;
2980                 bloomtexturewidth = bloomtextureheight = 0;
2981         }
2982
2983         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2984         {
2985                 // can't use bloom if the parameters are too weird
2986                 // can't use bloom if the card does not support the texture size
2987                 if (r_bloomstate.texture_screen)
2988                         R_FreeTexture(r_bloomstate.texture_screen);
2989                 if (r_bloomstate.texture_bloom)
2990                         R_FreeTexture(r_bloomstate.texture_bloom);
2991                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2992                 return;
2993         }
2994
2995         r_bloomstate.enabled = true;
2996         r_bloomstate.hdr = r_hdr.integer != 0;
2997
2998         // allocate textures as needed
2999         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3000         {
3001                 if (r_bloomstate.texture_screen)
3002                         R_FreeTexture(r_bloomstate.texture_screen);
3003                 r_bloomstate.texture_screen = NULL;
3004                 r_bloomstate.screentexturewidth = screentexturewidth;
3005                 r_bloomstate.screentextureheight = screentextureheight;
3006                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3007                         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);
3008         }
3009         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3010         {
3011                 if (r_bloomstate.texture_bloom)
3012                         R_FreeTexture(r_bloomstate.texture_bloom);
3013                 r_bloomstate.texture_bloom = NULL;
3014                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3015                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3016                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3017                         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);
3018         }
3019
3020         // set up a texcoord array for the full resolution screen image
3021         // (we have to keep this around to copy back during final render)
3022         r_bloomstate.screentexcoord2f[0] = 0;
3023         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3026         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3027         r_bloomstate.screentexcoord2f[5] = 0;
3028         r_bloomstate.screentexcoord2f[6] = 0;
3029         r_bloomstate.screentexcoord2f[7] = 0;
3030
3031         // set up a texcoord array for the reduced resolution bloom image
3032         // (which will be additive blended over the screen image)
3033         r_bloomstate.bloomtexcoord2f[0] = 0;
3034         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3037         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3038         r_bloomstate.bloomtexcoord2f[5] = 0;
3039         r_bloomstate.bloomtexcoord2f[6] = 0;
3040         r_bloomstate.bloomtexcoord2f[7] = 0;
3041 }
3042
3043 void R_Bloom_CopyScreenTexture(float colorscale)
3044 {
3045         r_refdef.stats.bloom++;
3046
3047         R_ResetViewRendering2D();
3048         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3049         R_Mesh_ColorPointer(NULL, 0, 0);
3050         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3051         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3052
3053         // copy view into the screen texture
3054         GL_ActiveTexture(0);
3055         CHECKGLERROR
3056         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
3057         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3058
3059         // now scale it down to the bloom texture size
3060         CHECKGLERROR
3061         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3062         GL_BlendFunc(GL_ONE, GL_ZERO);
3063         GL_Color(colorscale, colorscale, colorscale, 1);
3064         // TODO: optimize with multitexture or GLSL
3065         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3067
3068         // we now have a bloom image in the framebuffer
3069         // copy it into the bloom image texture for later processing
3070         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3071         GL_ActiveTexture(0);
3072         CHECKGLERROR
3073         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
3074         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075 }
3076
3077 void R_Bloom_CopyHDRTexture(void)
3078 {
3079         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3080         GL_ActiveTexture(0);
3081         CHECKGLERROR
3082         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
3083         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3084 }
3085
3086 void R_Bloom_MakeTexture(void)
3087 {
3088         int x, range, dir;
3089         float xoffset, yoffset, r, brighten;
3090
3091         r_refdef.stats.bloom++;
3092
3093         R_ResetViewRendering2D();
3094         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3095         R_Mesh_ColorPointer(NULL, 0, 0);
3096
3097         // we have a bloom image in the framebuffer
3098         CHECKGLERROR
3099         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3100
3101         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3102         {
3103                 x *= 2;
3104                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3105                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3106                 GL_Color(r, r, r, 1);
3107                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3108                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3109                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3111
3112                 // copy the vertically blurred bloom view to a texture
3113                 GL_ActiveTexture(0);
3114                 CHECKGLERROR
3115                 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
3116                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117         }
3118
3119         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3120         brighten = r_bloom_brighten.value;
3121         if (r_hdr.integer)
3122                 brighten *= r_hdr_range.value;
3123         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3124         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3125
3126         for (dir = 0;dir < 2;dir++)
3127         {
3128                 // blend on at multiple vertical offsets to achieve a vertical blur
3129                 // TODO: do offset blends using GLSL
3130                 GL_BlendFunc(GL_ONE, GL_ZERO);
3131                 for (x = -range;x <= range;x++)
3132                 {
3133                         if (!dir){xoffset = 0;yoffset = x;}
3134                         else {xoffset = x;yoffset = 0;}
3135                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3136                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3137                         // compute a texcoord array with the specified x and y offset
3138                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3139                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3144                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3145                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3146                         // this r value looks like a 'dot' particle, fading sharply to
3147                         // black at the edges
3148                         // (probably not realistic but looks good enough)
3149                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3150                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3151                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3152                         GL_Color(r, r, r, 1);
3153                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3154                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3155                         GL_BlendFunc(GL_ONE, GL_ONE);
3156                 }
3157
3158                 // copy the vertically blurred bloom view to a texture
3159                 GL_ActiveTexture(0);
3160                 CHECKGLERROR
3161                 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
3162                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3163         }
3164
3165         // apply subtract last
3166         // (just like it would be in a GLSL shader)
3167         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3168         {
3169                 GL_BlendFunc(GL_ONE, GL_ZERO);
3170                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3171                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3172                 GL_Color(1, 1, 1, 1);
3173                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3175
3176                 GL_BlendFunc(GL_ONE, GL_ONE);
3177                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3178                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3179                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3180                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3181                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3182                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3184
3185                 // copy the darkened bloom view to a texture
3186                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3187                 GL_ActiveTexture(0);
3188                 CHECKGLERROR
3189                 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
3190                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3191         }
3192 }
3193
3194 void R_HDR_RenderBloomTexture(void)
3195 {
3196         int oldwidth, oldheight;
3197         float oldcolorscale;
3198
3199         oldcolorscale = r_refdef.view.colorscale;
3200         oldwidth = r_refdef.view.width;
3201         oldheight = r_refdef.view.height;
3202         r_refdef.view.width = r_bloomstate.bloomwidth;
3203         r_refdef.view.height = r_bloomstate.bloomheight;
3204
3205         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3206         // TODO: add exposure compensation features
3207         // TODO: add fp16 framebuffer support
3208
3209         r_refdef.view.showdebug = false;
3210         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3211
3212         R_ClearScreen(r_refdef.fogenabled);
3213         if (r_timereport_active)
3214                 R_TimeReport("HDRclear");
3215
3216         r_waterstate.numwaterplanes = 0;
3217         R_RenderScene(r_waterstate.enabled);
3218         r_refdef.view.showdebug = true;
3219
3220         R_ResetViewRendering2D();
3221
3222         R_Bloom_CopyHDRTexture();
3223         R_Bloom_MakeTexture();
3224
3225         // restore the view settings
3226         r_refdef.view.width = oldwidth;
3227         r_refdef.view.height = oldheight;
3228         r_refdef.view.colorscale = oldcolorscale;
3229
3230         R_ResetViewRendering3D();
3231
3232         R_ClearScreen(r_refdef.fogenabled);
3233         if (r_timereport_active)
3234                 R_TimeReport("viewclear");
3235 }
3236
3237 static void R_BlendView(void)
3238 {
3239         if (r_bloomstate.enabled && r_bloomstate.hdr)
3240         {
3241                 // render high dynamic range bloom effect
3242                 // the bloom texture was made earlier this render, so we just need to
3243                 // blend it onto the screen...
3244                 R_ResetViewRendering2D();
3245                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3246                 R_Mesh_ColorPointer(NULL, 0, 0);
3247                 GL_Color(1, 1, 1, 1);
3248                 GL_BlendFunc(GL_ONE, GL_ONE);
3249                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3251                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3252                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3253         }
3254         else if (r_bloomstate.enabled)
3255         {
3256                 // render simple bloom effect
3257                 // copy the screen and shrink it and darken it for the bloom process
3258                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3259                 // make the bloom texture
3260                 R_Bloom_MakeTexture();
3261                 // put the original screen image back in place and blend the bloom
3262                 // texture on it
3263                 R_ResetViewRendering2D();
3264                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3265                 R_Mesh_ColorPointer(NULL, 0, 0);
3266                 GL_Color(1, 1, 1, 1);
3267                 GL_BlendFunc(GL_ONE, GL_ZERO);
3268                 // do both in one pass if possible
3269                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3270                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3271                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3272                 {
3273                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3274                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3275                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3276                 }
3277                 else
3278                 {
3279                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3281                         // now blend on the bloom texture
3282                         GL_BlendFunc(GL_ONE, GL_ONE);
3283                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3284                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3285                 }
3286                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3287                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3288         }
3289         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3290         {
3291                 // apply a color tint to the whole view
3292                 R_ResetViewRendering2D();
3293                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3294                 R_Mesh_ColorPointer(NULL, 0, 0);
3295                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3296                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3297                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3298         }
3299 }
3300
3301 void R_RenderScene(qboolean addwaterplanes);
3302
3303 matrix4x4_t r_waterscrollmatrix;
3304
3305 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3306 {
3307         if (r_refdef.fog_density)
3308         {
3309                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3310                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3311                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3312
3313                 {
3314                         vec3_t fogvec;
3315                         VectorCopy(r_refdef.fogcolor, fogvec);
3316                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3317                         {
3318                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3319                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3320                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3321                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3322                         }
3323                         //   color.rgb *= ContrastBoost * SceneBrightness;
3324                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3325                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3326                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3327                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3328                 }
3329         }
3330 }
3331
3332 void R_UpdateVariables(void)
3333 {
3334         R_Textures_Frame();
3335
3336         r_refdef.farclip = 4096;
3337         if (r_refdef.scene.worldmodel)
3338                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3339         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3340
3341         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3342                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3343         r_refdef.polygonfactor = 0;
3344         r_refdef.polygonoffset = 0;
3345         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3346         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3347
3348         r_refdef.rtworld = r_shadow_realtime_world.integer;
3349         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3350         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3351         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3352         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3353         if (r_showsurfaces.integer)
3354         {
3355                 r_refdef.rtworld = false;
3356                 r_refdef.rtworldshadows = false;
3357                 r_refdef.rtdlight = false;
3358                 r_refdef.rtdlightshadows = false;
3359                 r_refdef.lightmapintensity = 0;
3360         }
3361
3362         if (gamemode == GAME_NEHAHRA)
3363         {
3364                 if (gl_fogenable.integer)
3365                 {
3366                         r_refdef.oldgl_fogenable = true;
3367                         r_refdef.fog_density = gl_fogdensity.value;
3368                         r_refdef.fog_red = gl_fogred.value;
3369                         r_refdef.fog_green = gl_foggreen.value;
3370                         r_refdef.fog_blue = gl_fogblue.value;
3371                         r_refdef.fog_alpha = 1;
3372                         r_refdef.fog_start = 0;
3373                         r_refdef.fog_end = gl_skyclip.value;
3374                 }
3375                 else if (r_refdef.oldgl_fogenable)
3376                 {
3377                         r_refdef.oldgl_fogenable = false;
3378                         r_refdef.fog_density = 0;
3379                         r_refdef.fog_red = 0;
3380                         r_refdef.fog_green = 0;
3381                         r_refdef.fog_blue = 0;
3382                         r_refdef.fog_alpha = 0;
3383                         r_refdef.fog_start = 0;
3384                         r_refdef.fog_end = 0;
3385                 }
3386         }
3387
3388         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3389         r_refdef.fog_start = max(0, r_refdef.fog_start);
3390         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3391
3392         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3393
3394         if (r_refdef.fog_density)
3395         {
3396                 r_refdef.fogenabled = true;
3397                 // this is the point where the fog reaches 0.9986 alpha, which we
3398                 // consider a good enough cutoff point for the texture
3399                 // (0.9986 * 256 == 255.6)
3400                 if (r_fog_exp2.integer)
3401                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3402                 else
3403                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3404                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3405                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3406                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3407                 // fog color was already set
3408                 // update the fog texture
3409                 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)
3410                         R_BuildFogTexture();
3411         }
3412         else
3413                 r_refdef.fogenabled = false;
3414 }
3415
3416 /*
3417 ================
3418 R_RenderView
3419 ================
3420 */
3421 void R_RenderView(void)
3422 {
3423         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3424                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3425
3426         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3427
3428         // break apart the view matrix into vectors for various purposes
3429         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3430         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3431         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3432         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3433         // make an inverted copy of the view matrix for tracking sprites
3434         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3435
3436         R_Shadow_UpdateWorldLightSelection();
3437
3438         R_Bloom_StartFrame();
3439         R_Water_StartFrame();
3440
3441         CHECKGLERROR
3442         if (r_timereport_active)
3443                 R_TimeReport("viewsetup");
3444
3445         R_ResetViewRendering3D();
3446
3447         if (r_refdef.view.clear || r_refdef.fogenabled)
3448         {
3449                 R_ClearScreen(r_refdef.fogenabled);
3450                 if (r_timereport_active)
3451                         R_TimeReport("viewclear");
3452         }
3453         r_refdef.view.clear = true;
3454
3455         r_refdef.view.showdebug = true;
3456
3457         // this produces a bloom texture to be used in R_BlendView() later
3458         if (r_hdr.integer)
3459                 R_HDR_RenderBloomTexture();
3460
3461         r_waterstate.numwaterplanes = 0;
3462         R_RenderScene(r_waterstate.enabled);
3463
3464         R_BlendView();
3465         if (r_timereport_active)
3466                 R_TimeReport("blendview");
3467
3468         GL_Scissor(0, 0, vid.width, vid.height);
3469         GL_ScissorTest(false);
3470         CHECKGLERROR
3471 }
3472
3473 extern void R_DrawLightningBeams (void);
3474 extern void VM_CL_AddPolygonsToMeshQueue (void);
3475 extern void R_DrawPortals (void);
3476 extern cvar_t cl_locs_show;
3477 static void R_DrawLocs(void);
3478 static void R_DrawEntityBBoxes(void);
3479 void R_RenderScene(qboolean addwaterplanes)
3480 {
3481         R_UpdateFogColor();
3482
3483         if (addwaterplanes)
3484         {
3485                 R_ResetViewRendering3D();
3486
3487                 R_View_Update();
3488                 if (r_timereport_active)
3489                         R_TimeReport("watervis");
3490
3491                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3492                 {
3493                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3494                         if (r_timereport_active)
3495                                 R_TimeReport("waterworld");
3496                 }
3497
3498                 // don't let sound skip if going slow
3499                 if (r_refdef.scene.extraupdate)
3500                         S_ExtraUpdate ();
3501
3502                 R_DrawModelsAddWaterPlanes();
3503                 if (r_timereport_active)
3504                         R_TimeReport("watermodels");
3505
3506                 R_Water_ProcessPlanes();
3507                 if (r_timereport_active)
3508                         R_TimeReport("waterscenes");
3509         }
3510
3511         R_ResetViewRendering3D();
3512
3513         // don't let sound skip if going slow
3514         if (r_refdef.scene.extraupdate)
3515                 S_ExtraUpdate ();
3516
3517         R_MeshQueue_BeginScene();
3518
3519         R_SkyStartFrame();
3520
3521         R_View_Update();
3522         if (r_timereport_active)
3523                 R_TimeReport("visibility");
3524
3525         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);
3526
3527         if (cl.csqc_vidvars.drawworld)
3528         {
3529                 // don't let sound skip if going slow
3530                 if (r_refdef.scene.extraupdate)
3531                         S_ExtraUpdate ();
3532
3533                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3534                 {
3535                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3536                         if (r_timereport_active)
3537                                 R_TimeReport("worldsky");
3538                 }
3539
3540                 if (R_DrawBrushModelsSky() && r_timereport_active)
3541                         R_TimeReport("bmodelsky");
3542         }
3543
3544         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3545         {
3546                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3547                 if (r_timereport_active)
3548                         R_TimeReport("worlddepth");
3549         }
3550         if (r_depthfirst.integer >= 2)
3551         {
3552                 R_DrawModelsDepth();
3553                 if (r_timereport_active)
3554                         R_TimeReport("modeldepth");
3555         }
3556
3557         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3558         {
3559                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3560                 if (r_timereport_active)
3561                         R_TimeReport("world");
3562         }
3563
3564         // don't let sound skip if going slow
3565         if (r_refdef.scene.extraupdate)
3566                 S_ExtraUpdate ();
3567
3568         R_DrawModels();
3569         if (r_timereport_active)
3570                 R_TimeReport("models");
3571
3572         // don't let sound skip if going slow
3573         if (r_refdef.scene.extraupdate)
3574                 S_ExtraUpdate ();
3575
3576         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3577         {
3578                 R_DrawModelShadows();
3579
3580                 R_ResetViewRendering3D();
3581
3582                 // don't let sound skip if going slow
3583                 if (r_refdef.scene.extraupdate)
3584                         S_ExtraUpdate ();
3585         }
3586
3587         R_ShadowVolumeLighting(false);
3588         if (r_timereport_active)
3589                 R_TimeReport("rtlights");
3590
3591         // don't let sound skip if going slow
3592         if (r_refdef.scene.extraupdate)
3593                 S_ExtraUpdate ();
3594
3595         if (cl.csqc_vidvars.drawworld)
3596         {
3597                 R_DrawLightningBeams();
3598                 if (r_timereport_active)
3599                         R_TimeReport("lightning");
3600
3601                 R_DrawDecals();
3602                 if (r_timereport_active)
3603                         R_TimeReport("decals");
3604
3605                 R_DrawParticles();
3606                 if (r_timereport_active)
3607                         R_TimeReport("particles");
3608
3609                 R_DrawExplosions();
3610                 if (r_timereport_active)
3611                         R_TimeReport("explosions");
3612         }
3613
3614         if (gl_support_fragment_shader)
3615         {
3616                 qglUseProgramObjectARB(0);CHECKGLERROR
3617         }
3618         VM_CL_AddPolygonsToMeshQueue();
3619
3620         if (r_refdef.view.showdebug)
3621         {
3622                 if (cl_locs_show.integer)
3623                 {
3624                         R_DrawLocs();
3625                         if (r_timereport_active)
3626                                 R_TimeReport("showlocs");
3627                 }
3628
3629                 if (r_drawportals.integer)
3630                 {
3631                         R_DrawPortals();
3632                         if (r_timereport_active)
3633                                 R_TimeReport("portals");
3634                 }
3635
3636                 if (r_showbboxes.value > 0)
3637                 {
3638                         R_DrawEntityBBoxes();
3639                         if (r_timereport_active)
3640                                 R_TimeReport("bboxes");
3641                 }
3642         }
3643
3644         if (gl_support_fragment_shader)
3645         {
3646                 qglUseProgramObjectARB(0);CHECKGLERROR
3647         }
3648         R_MeshQueue_RenderTransparent();
3649         if (r_timereport_active)
3650                 R_TimeReport("drawtrans");
3651
3652         if (gl_support_fragment_shader)
3653         {
3654                 qglUseProgramObjectARB(0);CHECKGLERROR
3655         }
3656
3657         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))
3658         {
3659                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3660                 if (r_timereport_active)
3661                         R_TimeReport("worlddebug");
3662                 R_DrawModelsDebug();
3663                 if (r_timereport_active)
3664                         R_TimeReport("modeldebug");
3665         }
3666
3667         if (gl_support_fragment_shader)
3668         {
3669                 qglUseProgramObjectARB(0);CHECKGLERROR
3670         }
3671
3672         if (cl.csqc_vidvars.drawworld)
3673         {
3674                 R_DrawCoronas();
3675                 if (r_timereport_active)
3676                         R_TimeReport("coronas");
3677         }
3678
3679         // don't let sound skip if going slow
3680         if (r_refdef.scene.extraupdate)
3681                 S_ExtraUpdate ();
3682
3683         R_ResetViewRendering2D();
3684 }
3685
3686 static const int bboxelements[36] =
3687 {
3688         5, 1, 3, 5, 3, 7,
3689         6, 2, 0, 6, 0, 4,
3690         7, 3, 2, 7, 2, 6,
3691         4, 0, 1, 4, 1, 5,
3692         4, 5, 7, 4, 7, 6,
3693         1, 0, 2, 1, 2, 3,
3694 };
3695
3696 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3697 {
3698         int i;
3699         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3700         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3701         GL_DepthMask(false);
3702         GL_DepthRange(0, 1);
3703         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3704         R_Mesh_Matrix(&identitymatrix);
3705         R_Mesh_ResetTextureState();
3706
3707         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3708         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3709         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3710         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3711         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3712         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3713         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3714         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3715         R_FillColors(color4f, 8, cr, cg, cb, ca);
3716         if (r_refdef.fogenabled)
3717         {
3718                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3719                 {
3720                         f1 = FogPoint_World(v);
3721                         f2 = 1 - f1;
3722                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3723                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3724                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3725                 }
3726         }
3727         R_Mesh_VertexPointer(vertex3f, 0, 0);
3728         R_Mesh_ColorPointer(color4f, 0, 0);
3729         R_Mesh_ResetTextureState();
3730         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3731 }
3732
3733 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3734 {
3735         int i;
3736         float color[4];
3737         prvm_edict_t *edict;
3738         // this function draws bounding boxes of server entities
3739         if (!sv.active)
3740                 return;
3741         SV_VM_Begin();
3742         for (i = 0;i < numsurfaces;i++)
3743         {
3744                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3745                 switch ((int)edict->fields.server->solid)
3746                 {
3747                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3748                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3749                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3750                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3751                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3752                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3753                 }
3754                 color[3] *= r_showbboxes.value;
3755                 color[3] = bound(0, color[3], 1);
3756                 GL_DepthTest(!r_showdisabledepthtest.integer);
3757                 GL_CullFace(r_refdef.view.cullface_front);
3758                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3759         }
3760         SV_VM_End();
3761 }
3762
3763 static void R_DrawEntityBBoxes(void)
3764 {
3765         int i;
3766         prvm_edict_t *edict;
3767         vec3_t center;
3768         // this function draws bounding boxes of server entities
3769         if (!sv.active)
3770                 return;
3771         SV_VM_Begin();
3772         for (i = 0;i < prog->num_edicts;i++)
3773         {
3774                 edict = PRVM_EDICT_NUM(i);
3775                 if (edict->priv.server->free)
3776                         continue;
3777                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3778                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3779         }
3780         SV_VM_End();
3781 }
3782
3783 int nomodelelements[24] =
3784 {
3785         5, 2, 0,
3786         5, 1, 2,
3787         5, 0, 3,
3788         5, 3, 1,
3789         0, 2, 4,
3790         2, 1, 4,
3791         3, 0, 4,
3792         1, 3, 4
3793 };
3794
3795 float nomodelvertex3f[6*3] =
3796 {
3797         -16,   0,   0,
3798          16,   0,   0,
3799           0, -16,   0,
3800           0,  16,   0,
3801           0,   0, -16,
3802           0,   0,  16
3803 };
3804
3805 float nomodelcolor4f[6*4] =
3806 {
3807         0.0f, 0.0f, 0.5f, 1.0f,
3808         0.0f, 0.0f, 0.5f, 1.0f,
3809         0.0f, 0.5f, 0.0f, 1.0f,
3810         0.0f, 0.5f, 0.0f, 1.0f,
3811         0.5f, 0.0f, 0.0f, 1.0f,
3812         0.5f, 0.0f, 0.0f, 1.0f
3813 };
3814
3815 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3816 {
3817         int i;
3818         float f1, f2, *c;
3819         float color4f[6*4];
3820         // this is only called once per entity so numsurfaces is always 1, and
3821         // surfacelist is always {0}, so this code does not handle batches
3822         R_Mesh_Matrix(&ent->matrix);
3823
3824         if (ent->flags & EF_ADDITIVE)
3825         {
3826                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3827                 GL_DepthMask(false);
3828         }
3829         else if (ent->alpha < 1)
3830         {
3831                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3832                 GL_DepthMask(false);
3833         }
3834         else
3835         {
3836                 GL_BlendFunc(GL_ONE, GL_ZERO);
3837                 GL_DepthMask(true);
3838         }
3839         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3840         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3841         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3842         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3843         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3844         if (r_refdef.fogenabled)
3845         {
3846                 vec3_t org;
3847                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3848                 R_Mesh_ColorPointer(color4f, 0, 0);
3849                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3850                 f1 = FogPoint_World(org);
3851                 f2 = 1 - f1;
3852                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3853                 {
3854                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3855                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3856                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3857                         c[3] *= ent->alpha;
3858                 }
3859         }
3860         else if (ent->alpha != 1)
3861         {
3862                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3863                 R_Mesh_ColorPointer(color4f, 0, 0);
3864                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3865                         c[3] *= ent->alpha;
3866         }
3867         else
3868                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3869         R_Mesh_ResetTextureState();
3870         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3871 }
3872
3873 void R_DrawNoModel(entity_render_t *ent)
3874 {
3875         vec3_t org;
3876         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3877         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3878                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3879         //else
3880         //      R_DrawNoModelCallback(ent, 0);
3881 }
3882
3883 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3884 {
3885         vec3_t right1, right2, diff, normal;
3886
3887         VectorSubtract (org2, org1, normal);
3888
3889         // calculate 'right' vector for start
3890         VectorSubtract (r_refdef.view.origin, org1, diff);
3891         CrossProduct (normal, diff, right1);
3892         VectorNormalize (right1);
3893
3894         // calculate 'right' vector for end
3895         VectorSubtract (r_refdef.view.origin, org2, diff);
3896         CrossProduct (normal, diff, right2);
3897         VectorNormalize (right2);
3898
3899         vert[ 0] = org1[0] + width * right1[0];
3900         vert[ 1] = org1[1] + width * right1[1];
3901         vert[ 2] = org1[2] + width * right1[2];
3902         vert[ 3] = org1[0] - width * right1[0];
3903         vert[ 4] = org1[1] - width * right1[1];
3904         vert[ 5] = org1[2] - width * right1[2];
3905         vert[ 6] = org2[0] - width * right2[0];
3906         vert[ 7] = org2[1] - width * right2[1];
3907         vert[ 8] = org2[2] - width * right2[2];
3908         vert[ 9] = org2[0] + width * right2[0];
3909         vert[10] = org2[1] + width * right2[1];
3910         vert[11] = org2[2] + width * right2[2];
3911 }
3912
3913 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3914
3915 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)
3916 {
3917         float fog = 1.0f;
3918         float vertex3f[12];
3919
3920         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3921                 fog = FogPoint_World(origin);
3922
3923         R_Mesh_Matrix(&identitymatrix);
3924         GL_BlendFunc(blendfunc1, blendfunc2);
3925
3926         if(v_flipped_state)
3927         {
3928                 scalex1 = -scalex1;
3929                 scalex2 = -scalex2;
3930                 GL_CullFace(r_refdef.view.cullface_front);
3931         }
3932         else
3933                 GL_CullFace(r_refdef.view.cullface_back);
3934         GL_CullFace(GL_NONE);
3935
3936         GL_DepthMask(false);
3937         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3938         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3939         GL_DepthTest(!depthdisable);
3940
3941         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3942         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3943         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3944         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3945         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3946         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3947         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3948         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3949         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3950         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3951         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3952         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3953
3954         R_Mesh_VertexPointer(vertex3f, 0, 0);
3955         R_Mesh_ColorPointer(NULL, 0, 0);
3956         R_Mesh_ResetTextureState();
3957         R_Mesh_TexBind(0, R_GetTexture(texture));
3958         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3959         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3960         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3961         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3962
3963         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3964         {
3965                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3966                 GL_BlendFunc(blendfunc1, GL_ONE);
3967                 fog = 1 - fog;
3968                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3969                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3970         }
3971 }
3972
3973 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3974 {
3975         int i;
3976         float *vertex3f;
3977         float v[3];
3978         VectorSet(v, x, y, z);
3979         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3980                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3981                         break;
3982         if (i == mesh->numvertices)
3983         {
3984                 if (mesh->numvertices < mesh->maxvertices)
3985                 {
3986                         VectorCopy(v, vertex3f);
3987                         mesh->numvertices++;
3988                 }
3989                 return mesh->numvertices;
3990         }
3991         else
3992                 return i;
3993 }
3994
3995 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3996 {
3997         int i;
3998         int *e, element[3];
3999         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4000         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4001         e = mesh->element3i + mesh->numtriangles * 3;
4002         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4003         {
4004                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4005                 if (mesh->numtriangles < mesh->maxtriangles)
4006                 {
4007                         *e++ = element[0];
4008                         *e++ = element[1];
4009                         *e++ = element[2];
4010                         mesh->numtriangles++;
4011                 }
4012                 element[1] = element[2];
4013         }
4014 }
4015
4016 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4017 {
4018         int i;
4019         int *e, element[3];
4020         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4021         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4022         e = mesh->element3i + mesh->numtriangles * 3;
4023         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4024         {
4025                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4026                 if (mesh->numtriangles < mesh->maxtriangles)
4027                 {
4028                         *e++ = element[0];
4029                         *e++ = element[1];
4030                         *e++ = element[2];
4031                         mesh->numtriangles++;
4032                 }
4033                 element[1] = element[2];
4034         }
4035 }
4036
4037 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4038 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4039 {
4040         int planenum, planenum2;
4041         int w;
4042         int tempnumpoints;
4043         mplane_t *plane, *plane2;
4044         double maxdist;
4045         double temppoints[2][256*3];
4046         // figure out how large a bounding box we need to properly compute this brush
4047         maxdist = 0;
4048         for (w = 0;w < numplanes;w++)
4049                 maxdist = max(maxdist, planes[w].dist);
4050         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4051         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4052         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4053         {
4054                 w = 0;
4055                 tempnumpoints = 4;
4056                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4057                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4058                 {
4059                         if (planenum2 == planenum)
4060                                 continue;
4061                         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);
4062                         w = !w;
4063                 }
4064                 if (tempnumpoints < 3)
4065                         continue;
4066                 // generate elements forming a triangle fan for this polygon
4067                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4068         }
4069 }
4070
4071 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)
4072 {
4073         texturelayer_t *layer;
4074         layer = t->currentlayers + t->currentnumlayers++;
4075         layer->type = type;
4076         layer->depthmask = depthmask;
4077         layer->blendfunc1 = blendfunc1;
4078         layer->blendfunc2 = blendfunc2;
4079         layer->texture = texture;
4080         layer->texmatrix = *matrix;
4081         layer->color[0] = r * r_refdef.view.colorscale;
4082         layer->color[1] = g * r_refdef.view.colorscale;
4083         layer->color[2] = b * r_refdef.view.colorscale;
4084         layer->color[3] = a;
4085 }
4086
4087 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4088 {
4089         double index, f;
4090         index = parms[2] + r_refdef.scene.time * parms[3];
4091         index -= floor(index);
4092         switch (func)
4093         {
4094         default:
4095         case Q3WAVEFUNC_NONE:
4096         case Q3WAVEFUNC_NOISE:
4097         case Q3WAVEFUNC_COUNT:
4098                 f = 0;
4099                 break;
4100         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4101         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4102         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4103         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4104         case Q3WAVEFUNC_TRIANGLE:
4105                 index *= 4;
4106                 f = index - floor(index);
4107                 if (index < 1)
4108                         f = f;
4109                 else if (index < 2)
4110                         f = 1 - f;
4111                 else if (index < 3)
4112                         f = -f;
4113                 else
4114                         f = -(1 - f);
4115                 break;
4116         }
4117         return (float)(parms[0] + parms[1] * f);
4118 }
4119
4120 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4121 {
4122         int i;
4123         model_t *model = ent->model;
4124         float f;
4125         float tcmat[12];
4126         q3shaderinfo_layer_tcmod_t *tcmod;
4127
4128         // switch to an alternate material if this is a q1bsp animated material
4129         {
4130                 texture_t *texture = t;
4131                 int s = ent->skinnum;
4132                 if ((unsigned int)s >= (unsigned int)model->numskins)
4133                         s = 0;
4134                 if (model->skinscenes)
4135                 {
4136                         if (model->skinscenes[s].framecount > 1)
4137                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4138                         else
4139                                 s = model->skinscenes[s].firstframe;
4140                 }
4141                 if (s > 0)
4142                         t = t + s * model->num_surfaces;
4143                 if (t->animated)
4144                 {
4145                         // use an alternate animation if the entity's frame is not 0,
4146                         // and only if the texture has an alternate animation
4147                         if (ent->frame2 != 0 && t->anim_total[1])
4148                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4149                         else
4150                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4151                 }
4152                 texture->currentframe = t;
4153         }
4154
4155         // update currentskinframe to be a qw skin or animation frame
4156         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4157         {
4158                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4159                 {
4160                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4161                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4162                         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);
4163                 }
4164                 t->currentskinframe = r_qwskincache_skinframe[i];
4165                 if (t->currentskinframe == NULL)
4166                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4167         }
4168         else if (t->numskinframes >= 2)
4169                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4170         if (t->backgroundnumskinframes >= 2)
4171                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4172
4173         t->currentmaterialflags = t->basematerialflags;
4174         t->currentalpha = ent->alpha;
4175         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4176         {
4177                 t->currentalpha *= r_wateralpha.value;
4178                 /*
4179                  * FIXME what is this supposed to do?
4180                 // if rendering refraction/reflection, disable transparency
4181                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4182                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4183                 */
4184         }
4185         if(!r_waterstate.enabled)
4186                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4187         if (!(ent->flags & RENDER_LIGHT))
4188                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4189         else if (rsurface.modeltexcoordlightmap2f == NULL)
4190         {
4191                 // pick a model lighting mode
4192                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4193                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4194                 else
4195                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4196         }
4197         if (ent->effects & EF_ADDITIVE)
4198                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4199         else if (t->currentalpha < 1)
4200                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4201         if (ent->effects & EF_DOUBLESIDED)
4202                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4203         if (ent->effects & EF_NODEPTHTEST)
4204                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4205         if (ent->flags & RENDER_VIEWMODEL)
4206                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4207         if (t->backgroundnumskinframes)
4208                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4209         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4210         {
4211                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4212                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4213         }
4214         else
4215                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4216
4217         // there is no tcmod
4218         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4219                 t->currenttexmatrix = r_waterscrollmatrix;
4220
4221         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4222         {
4223                 matrix4x4_t matrix;
4224                 switch(tcmod->tcmod)
4225                 {
4226                 case Q3TCMOD_COUNT:
4227                 case Q3TCMOD_NONE:
4228                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4229                                 matrix = r_waterscrollmatrix;
4230                         else
4231                                 matrix = identitymatrix;
4232                         break;
4233                 case Q3TCMOD_ENTITYTRANSLATE:
4234                         // this is used in Q3 to allow the gamecode to control texcoord
4235                         // scrolling on the entity, which is not supported in darkplaces yet.
4236                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4237                         break;
4238                 case Q3TCMOD_ROTATE:
4239                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4240                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4241                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4242                         break;
4243                 case Q3TCMOD_SCALE:
4244                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4245                         break;
4246                 case Q3TCMOD_SCROLL:
4247                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4248                         break;
4249                 case Q3TCMOD_STRETCH:
4250                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4251                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4252                         break;
4253                 case Q3TCMOD_TRANSFORM:
4254                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4255                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4256                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4257                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4258                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4259                         break;
4260                 case Q3TCMOD_TURBULENT:
4261                         // this is handled in the RSurf_PrepareVertices function
4262                         matrix = identitymatrix;
4263                         break;
4264                 }
4265                 // either replace or concatenate the transformation
4266                 if (i < 1)
4267                         t->currenttexmatrix = matrix;
4268                 else
4269                 {
4270                         matrix4x4_t temp = t->currenttexmatrix;
4271                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4272                 }
4273         }
4274
4275         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4276         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4277         t->glosstexture = r_texture_black;
4278         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4279         t->backgroundglosstexture = r_texture_black;
4280         t->specularpower = r_shadow_glossexponent.value;
4281         // TODO: store reference values for these in the texture?
4282         t->specularscale = 0;
4283         if (r_shadow_gloss.integer > 0)
4284         {
4285                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4286                 {
4287                         if (r_shadow_glossintensity.value > 0)
4288                         {
4289                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4290                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4291                                 t->specularscale = r_shadow_glossintensity.value;
4292                         }
4293                 }
4294                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4295                 {
4296                         t->glosstexture = r_texture_white;
4297                         t->backgroundglosstexture = r_texture_white;
4298                         t->specularscale = r_shadow_gloss2intensity.value;
4299                 }
4300         }
4301
4302         // lightmaps mode looks bad with dlights using actual texturing, so turn
4303         // off the colormap and glossmap, but leave the normalmap on as it still
4304         // accurately represents the shading involved
4305         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4306         {
4307                 t->basetexture = r_texture_white;
4308                 t->specularscale = 0;
4309         }
4310
4311         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4312         VectorClear(t->dlightcolor);
4313         t->currentnumlayers = 0;
4314         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4315         {
4316                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4317                 {
4318                         int blendfunc1, blendfunc2, depthmask;
4319                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4320                         {
4321                                 blendfunc1 = GL_SRC_ALPHA;
4322                                 blendfunc2 = GL_ONE;
4323                         }
4324                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4325                         {
4326                                 blendfunc1 = GL_SRC_ALPHA;
4327                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4328                         }
4329                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4330                         {
4331                                 blendfunc1 = t->customblendfunc[0];
4332                                 blendfunc2 = t->customblendfunc[1];
4333                         }
4334                         else
4335                         {
4336                                 blendfunc1 = GL_ONE;
4337                                 blendfunc2 = GL_ZERO;
4338                         }
4339                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4340                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4341                         {
4342                                 rtexture_t *currentbasetexture;
4343                                 int layerflags = 0;
4344                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4345                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4346                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4347                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4348                                 {
4349                                         // fullbright is not affected by r_refdef.lightmapintensity
4350                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4351                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4352                                                 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]);
4353                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4354                                                 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]);
4355                                 }
4356                                 else
4357                                 {
4358                                         vec3_t ambientcolor;
4359                                         float colorscale;
4360                                         // set the color tint used for lights affecting this surface
4361                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4362                                         colorscale = 2;
4363                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4364                                         // would normally be baked into the lightmap must be
4365                                         // applied to the color
4366                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4367                                         if (ent->model->type == mod_brushq3)
4368                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4369                                         colorscale *= r_refdef.lightmapintensity;
4370                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4371                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4372                                         // basic lit geometry
4373                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4374                                         // add pants/shirt if needed
4375                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4376                                                 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]);
4377                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4378                                                 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]);
4379                                         // now add ambient passes if needed
4380                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4381                                         {
4382                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4383                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4384                                                         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]);
4385                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4386                                                         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]);
4387                                         }
4388                                 }
4389                                 if (t->currentskinframe->glow != NULL)
4390                                         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]);
4391                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4392                                 {
4393                                         // if this is opaque use alpha blend which will darken the earlier
4394                                         // passes cheaply.
4395                                         //
4396                                         // if this is an alpha blended material, all the earlier passes
4397                                         // were darkened by fog already, so we only need to add the fog
4398                                         // color ontop through the fog mask texture
4399                                         //
4400                                         // if this is an additive blended material, all the earlier passes
4401                                         // were darkened by fog already, and we should not add fog color
4402                                         // (because the background was not darkened, there is no fog color
4403                                         // that was lost behind it).
4404                                         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]);
4405                                 }
4406                         }
4407                 }
4408         }
4409 }
4410
4411 void R_UpdateAllTextureInfo(entity_render_t *ent)
4412 {
4413         int i;
4414         if (ent->model)
4415                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4416                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4417 }
4418
4419 rsurfacestate_t rsurface;
4420
4421 void R_Mesh_ResizeArrays(int newvertices)
4422 {
4423         float *base;
4424         if (rsurface.array_size >= newvertices)
4425                 return;
4426         if (rsurface.array_modelvertex3f)
4427                 Mem_Free(rsurface.array_modelvertex3f);
4428         rsurface.array_size = (newvertices + 1023) & ~1023;
4429         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4430         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4431         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4432         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4433         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4434         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4435         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4436         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4437         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4438         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4439         rsurface.array_color4f           = base + rsurface.array_size * 27;
4440         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4441 }
4442
4443 void RSurf_CleanUp(void)
4444 {
4445         CHECKGLERROR
4446         if (rsurface.mode == RSURFMODE_GLSL)
4447         {
4448                 qglUseProgramObjectARB(0);CHECKGLERROR
4449         }
4450         GL_AlphaTest(false);
4451         rsurface.mode = RSURFMODE_NONE;
4452         rsurface.uselightmaptexture = false;
4453         rsurface.texture = NULL;
4454 }
4455
4456 void RSurf_ActiveWorldEntity(void)
4457 {
4458         model_t *model = r_refdef.scene.worldmodel;
4459         RSurf_CleanUp();
4460         if (rsurface.array_size < model->surfmesh.num_vertices)
4461                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4462         rsurface.matrix = identitymatrix;
4463         rsurface.inversematrix = identitymatrix;
4464         R_Mesh_Matrix(&identitymatrix);
4465         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4466         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4467         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4468         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4469         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4470         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4471         rsurface.frameblend[0].frame = 0;
4472         rsurface.frameblend[0].lerp = 1;
4473         rsurface.frameblend[1].frame = 0;
4474         rsurface.frameblend[1].lerp = 0;
4475         rsurface.frameblend[2].frame = 0;
4476         rsurface.frameblend[2].lerp = 0;
4477         rsurface.frameblend[3].frame = 0;
4478         rsurface.frameblend[3].lerp = 0;
4479         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4480         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4481         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4482         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4483         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4484         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4485         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4486         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4487         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4488         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4489         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4490         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4491         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4492         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4493         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4494         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4495         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4496         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4497         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4498         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4499         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4500         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4501         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4502         rsurface.modelelement3i = model->surfmesh.data_element3i;
4503         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4504         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4505         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4506         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4507         rsurface.modelsurfaces = model->data_surfaces;
4508         rsurface.generatedvertex = false;
4509         rsurface.vertex3f  = rsurface.modelvertex3f;
4510         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4511         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4512         rsurface.svector3f = rsurface.modelsvector3f;
4513         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4514         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4515         rsurface.tvector3f = rsurface.modeltvector3f;
4516         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4517         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4518         rsurface.normal3f  = rsurface.modelnormal3f;
4519         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4520         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4521         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4522 }
4523
4524 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4525 {
4526         model_t *model = ent->model;
4527         RSurf_CleanUp();
4528         if (rsurface.array_size < model->surfmesh.num_vertices)
4529                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4530         rsurface.matrix = ent->matrix;
4531         rsurface.inversematrix = ent->inversematrix;
4532         R_Mesh_Matrix(&rsurface.matrix);
4533         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4534         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4535         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4536         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4537         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4538         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4539         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4540         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4541         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4542         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4543         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4544         rsurface.frameblend[0] = ent->frameblend[0];
4545         rsurface.frameblend[1] = ent->frameblend[1];
4546         rsurface.frameblend[2] = ent->frameblend[2];
4547         rsurface.frameblend[3] = ent->frameblend[3];
4548         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4549         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4550         if (ent->model->brush.submodel)
4551         {
4552                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4553                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4554         }
4555         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4556         {
4557                 if (wanttangents)
4558                 {
4559                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4560                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4561                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4562                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4563                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4564                 }
4565                 else if (wantnormals)
4566                 {
4567                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4568                         rsurface.modelsvector3f = NULL;
4569                         rsurface.modeltvector3f = NULL;
4570                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4571                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4572                 }
4573                 else
4574                 {
4575                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4576                         rsurface.modelsvector3f = NULL;
4577                         rsurface.modeltvector3f = NULL;
4578                         rsurface.modelnormal3f = NULL;
4579                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4580                 }
4581                 rsurface.modelvertex3f_bufferobject = 0;
4582                 rsurface.modelvertex3f_bufferoffset = 0;
4583                 rsurface.modelsvector3f_bufferobject = 0;
4584                 rsurface.modelsvector3f_bufferoffset = 0;
4585                 rsurface.modeltvector3f_bufferobject = 0;
4586                 rsurface.modeltvector3f_bufferoffset = 0;
4587                 rsurface.modelnormal3f_bufferobject = 0;
4588                 rsurface.modelnormal3f_bufferoffset = 0;
4589                 rsurface.generatedvertex = true;
4590         }
4591         else
4592         {
4593                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4594                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4595                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4596                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4597                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4598                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4599                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4600                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4601                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4602                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4603                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4604                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4605                 rsurface.generatedvertex = false;
4606         }
4607         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4608         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4609         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4610         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4611         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4612         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4613         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4614         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4615         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4616         rsurface.modelelement3i = model->surfmesh.data_element3i;
4617         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4618         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4619         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4620         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4621         rsurface.modelsurfaces = model->data_surfaces;
4622         rsurface.vertex3f  = rsurface.modelvertex3f;
4623         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4624         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4625         rsurface.svector3f = rsurface.modelsvector3f;
4626         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4627         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4628         rsurface.tvector3f = rsurface.modeltvector3f;
4629         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4630         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4631         rsurface.normal3f  = rsurface.modelnormal3f;
4632         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4633         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4634         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4635 }
4636
4637 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4638 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4639 {
4640         int deformindex;
4641         int texturesurfaceindex;
4642         int i, j;
4643         float amplitude;
4644         float animpos;
4645         float scale;
4646         const float *v1, *in_tc;
4647         float *out_tc;
4648         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4649         float waveparms[4];
4650         q3shaderinfo_deform_t *deform;
4651         // 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
4652         if (rsurface.generatedvertex)
4653         {
4654                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4655                         generatenormals = true;
4656                 for (i = 0;i < Q3MAXDEFORMS;i++)
4657                 {
4658                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4659                         {
4660                                 generatetangents = true;
4661                                 generatenormals = true;
4662                         }
4663                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4664                                 generatenormals = true;
4665                 }
4666                 if (generatenormals && !rsurface.modelnormal3f)
4667                 {
4668                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4669                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4670                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4671                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4672                 }
4673                 if (generatetangents && !rsurface.modelsvector3f)
4674                 {
4675                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4676                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4677                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4678                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4679                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4680                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4681                         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);
4682                 }
4683         }
4684         rsurface.vertex3f  = rsurface.modelvertex3f;
4685         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4686         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4687         rsurface.svector3f = rsurface.modelsvector3f;
4688         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4689         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4690         rsurface.tvector3f = rsurface.modeltvector3f;
4691         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4692         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4693         rsurface.normal3f  = rsurface.modelnormal3f;
4694         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4695         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4696         // if vertices are deformed (sprite flares and things in maps, possibly
4697         // water waves, bulges and other deformations), generate them into
4698         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4699         // (may be static model data or generated data for an animated model, or
4700         //  the previous deform pass)
4701         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4702         {
4703                 switch (deform->deform)
4704                 {
4705                 default:
4706                 case Q3DEFORM_PROJECTIONSHADOW:
4707                 case Q3DEFORM_TEXT0:
4708                 case Q3DEFORM_TEXT1:
4709                 case Q3DEFORM_TEXT2:
4710                 case Q3DEFORM_TEXT3:
4711                 case Q3DEFORM_TEXT4:
4712                 case Q3DEFORM_TEXT5:
4713                 case Q3DEFORM_TEXT6:
4714                 case Q3DEFORM_TEXT7:
4715                 case Q3DEFORM_NONE:
4716                         break;
4717                 case Q3DEFORM_AUTOSPRITE:
4718                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4719                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4720                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4721                         VectorNormalize(newforward);
4722                         VectorNormalize(newright);
4723                         VectorNormalize(newup);
4724                         // make deformed versions of only the model vertices used by the specified surfaces
4725                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4726                         {
4727                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4728                                 // a single autosprite surface can contain multiple sprites...
4729                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4730                                 {
4731                                         VectorClear(center);
4732                                         for (i = 0;i < 4;i++)
4733                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4734                                         VectorScale(center, 0.25f, center);
4735                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4736                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4737                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4738                                         for (i = 0;i < 4;i++)
4739                                         {
4740                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4741                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4742                                         }
4743                                 }
4744                                 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);
4745                                 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);
4746                         }
4747                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4748                         rsurface.vertex3f_bufferobject = 0;
4749                         rsurface.vertex3f_bufferoffset = 0;
4750                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4751                         rsurface.svector3f_bufferobject = 0;
4752                         rsurface.svector3f_bufferoffset = 0;
4753                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4754                         rsurface.tvector3f_bufferobject = 0;
4755                         rsurface.tvector3f_bufferoffset = 0;
4756                         rsurface.normal3f = rsurface.array_deformednormal3f;
4757                         rsurface.normal3f_bufferobject = 0;
4758                         rsurface.normal3f_bufferoffset = 0;
4759                         break;
4760                 case Q3DEFORM_AUTOSPRITE2:
4761                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4762                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4763                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4764                         VectorNormalize(newforward);
4765                         VectorNormalize(newright);
4766                         VectorNormalize(newup);
4767                         // make deformed versions of only the model vertices used by the specified surfaces
4768                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4769                         {
4770                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4771                                 const float *v1, *v2;
4772                                 vec3_t start, end;
4773                                 float f, l;
4774                                 struct
4775                                 {
4776                                         float length2;
4777                                         const float *v1;
4778                                         const float *v2;
4779                                 }
4780                                 shortest[2];
4781                                 memset(shortest, 0, sizeof(shortest));
4782                                 // a single autosprite surface can contain multiple sprites...
4783                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4784                                 {
4785                                         VectorClear(center);
4786                                         for (i = 0;i < 4;i++)
4787                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4788                                         VectorScale(center, 0.25f, center);
4789                                         // find the two shortest edges, then use them to define the
4790                                         // axis vectors for rotating around the central axis
4791                                         for (i = 0;i < 6;i++)
4792                                         {
4793                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4794                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4795 #if 0
4796                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4797                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4798                                                 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);
4799                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4800                                                 Debug_PolygonEnd();
4801 #endif
4802                                                 l = VectorDistance2(v1, v2);
4803                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4804                                                 if (v1[2] != v2[2])
4805                                                         l += (1.0f / 1024.0f);
4806                                                 if (shortest[0].length2 > l || i == 0)
4807                                                 {
4808                                                         shortest[1] = shortest[0];
4809                                                         shortest[0].length2 = l;
4810                                                         shortest[0].v1 = v1;
4811                                                         shortest[0].v2 = v2;
4812                                                 }
4813                                                 else if (shortest[1].length2 > l || i == 1)
4814                                                 {
4815                                                         shortest[1].length2 = l;
4816                                                         shortest[1].v1 = v1;
4817                                                         shortest[1].v2 = v2;
4818                                                 }
4819                                         }
4820                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4821                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4822 #if 0
4823                                         Debug_PolygonBegin(NULL, 0, false, 0);
4824                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4825                                         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);
4826                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4827                                         Debug_PolygonEnd();
4828 #endif
4829                                         // this calculates the right vector from the shortest edge
4830                                         // and the up vector from the edge midpoints
4831                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4832                                         VectorNormalize(right);
4833                                         VectorSubtract(end, start, up);
4834                                         VectorNormalize(up);
4835                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4836                                         //VectorSubtract(rsurface.modelorg, center, forward);
4837                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4838                                         VectorNegate(forward, forward);
4839                                         VectorReflect(forward, 0, up, forward);
4840                                         VectorNormalize(forward);
4841                                         CrossProduct(up, forward, newright);
4842                                         VectorNormalize(newright);
4843 #if 0
4844                                         Debug_PolygonBegin(NULL, 0, false, 0);
4845                                         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);
4846                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4847                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4848                                         Debug_PolygonEnd();
4849 #endif
4850 #if 0
4851                                         Debug_PolygonBegin(NULL, 0, false, 0);
4852                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4853                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4854                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4855                                         Debug_PolygonEnd();
4856 #endif
4857                                         // rotate the quad around the up axis vector, this is made
4858                                         // especially easy by the fact we know the quad is flat,
4859                                         // so we only have to subtract the center position and
4860                                         // measure distance along the right vector, and then
4861                                         // multiply that by the newright vector and add back the
4862                                         // center position
4863                                         // we also need to subtract the old position to undo the
4864                                         // displacement from the center, which we do with a
4865                                         // DotProduct, the subtraction/addition of center is also
4866                                         // optimized into DotProducts here
4867                                         l = DotProduct(right, center);
4868                                         for (i = 0;i < 4;i++)
4869                                         {
4870                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4871                                                 f = DotProduct(right, v1) - l;
4872                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4873                                         }
4874                                 }
4875                                 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);
4876                                 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);
4877                         }
4878                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4879                         rsurface.vertex3f_bufferobject = 0;
4880                         rsurface.vertex3f_bufferoffset = 0;
4881                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4882                         rsurface.svector3f_bufferobject = 0;
4883                         rsurface.svector3f_bufferoffset = 0;
4884                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4885                         rsurface.tvector3f_bufferobject = 0;
4886                         rsurface.tvector3f_bufferoffset = 0;
4887                         rsurface.normal3f = rsurface.array_deformednormal3f;
4888                         rsurface.normal3f_bufferobject = 0;
4889                         rsurface.normal3f_bufferoffset = 0;
4890                         break;
4891                 case Q3DEFORM_NORMAL:
4892                         // deform the normals to make reflections wavey
4893                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4894                         {
4895                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4896                                 for (j = 0;j < surface->num_vertices;j++)
4897                                 {
4898                                         float vertex[3];
4899                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4900                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4901                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4902                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4903                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4904                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4905                                         VectorNormalize(normal);
4906                                 }
4907                                 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);
4908                         }
4909                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4910                         rsurface.svector3f_bufferobject = 0;
4911                         rsurface.svector3f_bufferoffset = 0;
4912                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4913                         rsurface.tvector3f_bufferobject = 0;
4914                         rsurface.tvector3f_bufferoffset = 0;
4915                         rsurface.normal3f = rsurface.array_deformednormal3f;
4916                         rsurface.normal3f_bufferobject = 0;
4917                         rsurface.normal3f_bufferoffset = 0;
4918                         break;
4919                 case Q3DEFORM_WAVE:
4920                         // deform vertex array to make wavey water and flags and such
4921                         waveparms[0] = deform->waveparms[0];
4922                         waveparms[1] = deform->waveparms[1];
4923                         waveparms[2] = deform->waveparms[2];
4924                         waveparms[3] = deform->waveparms[3];
4925                         // this is how a divisor of vertex influence on deformation
4926                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4927                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4928                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4929                         {
4930                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4931                                 for (j = 0;j < surface->num_vertices;j++)
4932                                 {
4933                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4934                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4935                                         // if the wavefunc depends on time, evaluate it per-vertex
4936                                         if (waveparms[3])
4937                                         {
4938                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4939                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4940                                         }
4941                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4942                                 }
4943                         }
4944                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4945                         rsurface.vertex3f_bufferobject = 0;
4946                         rsurface.vertex3f_bufferoffset = 0;
4947                         break;
4948                 case Q3DEFORM_BULGE:
4949                         // deform vertex array to make the surface have moving bulges
4950                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4951                         {
4952                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4953                                 for (j = 0;j < surface->num_vertices;j++)
4954                                 {
4955                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4956                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4957                                 }
4958                         }
4959                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4960                         rsurface.vertex3f_bufferobject = 0;
4961                         rsurface.vertex3f_bufferoffset = 0;
4962                         break;
4963                 case Q3DEFORM_MOVE:
4964                         // deform vertex array
4965                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4966                         VectorScale(deform->parms, scale, waveparms);
4967                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4968                         {
4969                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4970                                 for (j = 0;j < surface->num_vertices;j++)
4971                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4972                         }
4973                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4974                         rsurface.vertex3f_bufferobject = 0;
4975                         rsurface.vertex3f_bufferoffset = 0;
4976                         break;
4977                 }
4978         }
4979         // generate texcoords based on the chosen texcoord source
4980         switch(rsurface.texture->tcgen.tcgen)
4981         {
4982         default:
4983         case Q3TCGEN_TEXTURE:
4984                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4985                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4986                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4987                 break;
4988         case Q3TCGEN_LIGHTMAP:
4989                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4990                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4991                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4992                 break;
4993         case Q3TCGEN_VECTOR:
4994                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4995                 {
4996                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4997                         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)
4998                         {
4999                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5000                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5001                         }
5002                 }
5003                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5004                 rsurface.texcoordtexture2f_bufferobject  = 0;
5005                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5006                 break;
5007         case Q3TCGEN_ENVIRONMENT:
5008                 // make environment reflections using a spheremap
5009                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5010                 {
5011                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5012                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5013                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5014                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5015                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5016                         {
5017                                 float l, d, eyedir[3];
5018                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5019                                 l = 0.5f / VectorLength(eyedir);
5020                                 d = DotProduct(normal, eyedir)*2;
5021                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5022                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5023                         }
5024                 }
5025                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5026                 rsurface.texcoordtexture2f_bufferobject  = 0;
5027                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5028                 break;
5029         }
5030         // the only tcmod that needs software vertex processing is turbulent, so
5031         // check for it here and apply the changes if needed
5032         // and we only support that as the first one
5033         // (handling a mixture of turbulent and other tcmods would be problematic
5034         //  without punting it entirely to a software path)
5035         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5036         {
5037                 amplitude = rsurface.texture->tcmods[0].parms[1];
5038                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5039                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5040                 {
5041                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5042                         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)
5043                         {
5044                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5045                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5046                         }
5047                 }
5048                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5049                 rsurface.texcoordtexture2f_bufferobject  = 0;
5050                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5051         }
5052         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5053         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5054         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5055         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5056 }
5057
5058 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5059 {
5060         int i, j;
5061         const msurface_t *surface = texturesurfacelist[0];
5062         const msurface_t *surface2;
5063         int firstvertex;
5064         int endvertex;
5065         int numvertices;
5066         int numtriangles;
5067         // TODO: lock all array ranges before render, rather than on each surface
5068         if (texturenumsurfaces == 1)
5069         {
5070                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5071                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5072         }
5073         else if (r_batchmode.integer == 2)
5074         {
5075                 #define MAXBATCHTRIANGLES 4096
5076                 int batchtriangles = 0;
5077                 int batchelements[MAXBATCHTRIANGLES*3];
5078                 for (i = 0;i < texturenumsurfaces;i = j)
5079                 {
5080                         surface = texturesurfacelist[i];
5081                         j = i + 1;
5082                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5083                         {
5084                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5085                                 continue;
5086                         }
5087                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5088                         batchtriangles = surface->num_triangles;
5089                         firstvertex = surface->num_firstvertex;
5090                         endvertex = surface->num_firstvertex + surface->num_vertices;
5091                         for (;j < texturenumsurfaces;j++)
5092                         {
5093                                 surface2 = texturesurfacelist[j];
5094                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5095                                         break;
5096                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5097                                 batchtriangles += surface2->num_triangles;
5098                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5099                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5100                         }
5101                         surface2 = texturesurfacelist[j-1];
5102                         numvertices = endvertex - firstvertex;
5103                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5104                 }
5105         }
5106         else if (r_batchmode.integer == 1)
5107         {
5108                 for (i = 0;i < texturenumsurfaces;i = j)
5109                 {
5110                         surface = texturesurfacelist[i];
5111                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5112                                 if (texturesurfacelist[j] != surface2)
5113                                         break;
5114                         surface2 = texturesurfacelist[j-1];
5115                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5116                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5117                         GL_LockArrays(surface->num_firstvertex, numvertices);
5118                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5119                 }
5120         }
5121         else
5122         {
5123                 for (i = 0;i < texturenumsurfaces;i++)
5124                 {
5125                         surface = texturesurfacelist[i];
5126                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5127                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5128                 }
5129         }
5130 }
5131
5132 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5133 {
5134         int i, planeindex, vertexindex;
5135         float d, bestd;
5136         vec3_t vert;
5137         const float *v;
5138         r_waterstate_waterplane_t *p, *bestp;
5139         msurface_t *surface;
5140         if (r_waterstate.renderingscene)
5141                 return;
5142         for (i = 0;i < texturenumsurfaces;i++)
5143         {
5144                 surface = texturesurfacelist[i];
5145                 if (lightmaptexunit >= 0)
5146                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5147                 if (deluxemaptexunit >= 0)
5148                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5149                 // pick the closest matching water plane
5150                 bestd = 0;
5151                 bestp = NULL;
5152                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5153                 {
5154                         d = 0;
5155                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5156                         {
5157                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5158                                 d += fabs(PlaneDiff(vert, &p->plane));
5159                         }
5160                         if (bestd > d || !bestp)
5161                         {
5162                                 bestd = d;
5163                                 bestp = p;
5164                         }
5165                 }
5166                 if (bestp)
5167                 {
5168                         if (refractiontexunit >= 0)
5169                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5170                         if (reflectiontexunit >= 0)
5171                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5172                 }
5173                 else
5174                 {
5175                         if (refractiontexunit >= 0)
5176                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5177                         if (reflectiontexunit >= 0)
5178                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5179                 }
5180                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5181                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5182         }
5183 }
5184
5185 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5186 {
5187         int i;
5188         int j;
5189         const msurface_t *surface = texturesurfacelist[0];
5190         const msurface_t *surface2;
5191         int firstvertex;
5192         int endvertex;
5193         int numvertices;
5194         int numtriangles;
5195         // TODO: lock all array ranges before render, rather than on each surface
5196         if (texturenumsurfaces == 1)
5197         {
5198                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5199                 if (deluxemaptexunit >= 0)
5200                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5201                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5202                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5203         }
5204         else if (r_batchmode.integer == 2)
5205         {
5206                 #define MAXBATCHTRIANGLES 4096
5207                 int batchtriangles = 0;
5208                 int batchelements[MAXBATCHTRIANGLES*3];
5209                 for (i = 0;i < texturenumsurfaces;i = j)
5210                 {
5211                         surface = texturesurfacelist[i];
5212                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5213                         if (deluxemaptexunit >= 0)
5214                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5215                         j = i + 1;
5216                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5217                         {
5218                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5219                                 continue;
5220                         }
5221                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5222                         batchtriangles = surface->num_triangles;
5223                         firstvertex = surface->num_firstvertex;
5224                         endvertex = surface->num_firstvertex + surface->num_vertices;
5225                         for (;j < texturenumsurfaces;j++)
5226                         {
5227                                 surface2 = texturesurfacelist[j];
5228                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5229                                         break;
5230                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5231                                 batchtriangles += surface2->num_triangles;
5232                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5233                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5234                         }
5235                         surface2 = texturesurfacelist[j-1];
5236                         numvertices = endvertex - firstvertex;
5237                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5238                 }
5239         }
5240         else if (r_batchmode.integer == 1)
5241         {
5242 #if 0
5243                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5244                 for (i = 0;i < texturenumsurfaces;i = j)
5245                 {
5246                         surface = texturesurfacelist[i];
5247                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5248                                 if (texturesurfacelist[j] != surface2)
5249                                         break;
5250                         Con_Printf(" %i", j - i);
5251                 }
5252                 Con_Printf("\n");
5253                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5254 #endif
5255                 for (i = 0;i < texturenumsurfaces;i = j)
5256                 {
5257                         surface = texturesurfacelist[i];
5258                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5259                         if (deluxemaptexunit >= 0)
5260                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5261                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5262                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5263                                         break;
5264 #if 0
5265                         Con_Printf(" %i", j - i);
5266 #endif
5267                         surface2 = texturesurfacelist[j-1];
5268                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5269                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5270                         GL_LockArrays(surface->num_firstvertex, numvertices);
5271                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5272                 }
5273 #if 0
5274                 Con_Printf("\n");
5275 #endif
5276         }
5277         else
5278         {
5279                 for (i = 0;i < texturenumsurfaces;i++)
5280                 {
5281                         surface = texturesurfacelist[i];
5282                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5283                         if (deluxemaptexunit >= 0)
5284                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5285                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5286                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5287                 }
5288         }
5289 }
5290
5291 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5292 {
5293         int j;
5294         int texturesurfaceindex;
5295         if (r_showsurfaces.integer == 2)
5296         {
5297                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5298                 {
5299                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5300                         for (j = 0;j < surface->num_triangles;j++)
5301                         {
5302                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5303                                 GL_Color(f, f, f, 1);
5304                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5305                         }
5306                 }
5307         }
5308         else
5309         {
5310                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5311                 {
5312                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5313                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5314                         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);
5315                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5316                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5317                 }
5318         }
5319 }
5320
5321 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5322 {
5323         int texturesurfaceindex;
5324         int i;
5325         float f;
5326         float *v, *c, *c2;
5327         if (rsurface.lightmapcolor4f)
5328         {
5329                 // generate color arrays for the surfaces in this list
5330                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5331                 {
5332                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5333                         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)
5334                         {
5335                                 f = FogPoint_Model(v);
5336                                 c2[0] = c[0] * f;
5337                                 c2[1] = c[1] * f;
5338                                 c2[2] = c[2] * f;
5339                                 c2[3] = c[3];
5340                         }
5341                 }
5342         }
5343         else
5344         {
5345                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5346                 {
5347                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5348                         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)
5349                         {
5350                                 f = FogPoint_Model(v);
5351                                 c2[0] = f;
5352                                 c2[1] = f;
5353                                 c2[2] = f;
5354                                 c2[3] = 1;
5355                         }
5356                 }
5357         }
5358         rsurface.lightmapcolor4f = rsurface.array_color4f;
5359         rsurface.lightmapcolor4f_bufferobject = 0;
5360         rsurface.lightmapcolor4f_bufferoffset = 0;
5361 }
5362
5363 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5364 {
5365         int texturesurfaceindex;
5366         int i;
5367         float *c, *c2;
5368         if (!rsurface.lightmapcolor4f)
5369                 return;
5370         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5371         {
5372                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5373                 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)
5374                 {
5375                         c2[0] = c[0] * r;
5376                         c2[1] = c[1] * g;
5377                         c2[2] = c[2] * b;
5378                         c2[3] = c[3] * a;
5379                 }
5380         }
5381         rsurface.lightmapcolor4f = rsurface.array_color4f;
5382         rsurface.lightmapcolor4f_bufferobject = 0;
5383         rsurface.lightmapcolor4f_bufferoffset = 0;
5384 }
5385
5386 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5387 {
5388         // TODO: optimize
5389         rsurface.lightmapcolor4f = NULL;
5390         rsurface.lightmapcolor4f_bufferobject = 0;
5391         rsurface.lightmapcolor4f_bufferoffset = 0;
5392         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5393         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5394         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5395         GL_Color(r, g, b, a);
5396         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5397 }
5398
5399 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5400 {
5401         // TODO: optimize applyfog && applycolor case
5402         // just apply fog if necessary, and tint the fog color array if necessary
5403         rsurface.lightmapcolor4f = NULL;
5404         rsurface.lightmapcolor4f_bufferobject = 0;
5405         rsurface.lightmapcolor4f_bufferoffset = 0;
5406         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5407         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5408         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5409         GL_Color(r, g, b, a);
5410         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5411 }
5412
5413 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5414 {
5415         int texturesurfaceindex;
5416         int i;
5417         float *c;
5418         // TODO: optimize
5419         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5420         {
5421                 // generate color arrays for the surfaces in this list
5422                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5423                 {
5424                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5425                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5426                         {
5427                                 if (surface->lightmapinfo->samples)
5428                                 {
5429                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5430                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5431                                         VectorScale(lm, scale, c);
5432                                         if (surface->lightmapinfo->styles[1] != 255)
5433                                         {
5434                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5435                                                 lm += size3;
5436                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5437                                                 VectorMA(c, scale, lm, c);
5438                                                 if (surface->lightmapinfo->styles[2] != 255)
5439                                                 {
5440                                                         lm += size3;
5441                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5442                                                         VectorMA(c, scale, lm, c);
5443                                                         if (surface->lightmapinfo->styles[3] != 255)
5444                                                         {
5445                                                                 lm += size3;
5446                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5447                                                                 VectorMA(c, scale, lm, c);
5448                                                         }
5449                                                 }
5450                                         }
5451                                 }
5452                                 else
5453                                         VectorClear(c);
5454                                 c[3] = 1;
5455                         }
5456                 }
5457                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5458                 rsurface.lightmapcolor4f_bufferobject = 0;
5459                 rsurface.lightmapcolor4f_bufferoffset = 0;
5460         }
5461         else
5462         {
5463                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5464                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5465                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5466         }
5467         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5468         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5469         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5470         GL_Color(r, g, b, a);
5471         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5472 }
5473
5474 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5475 {
5476         int texturesurfaceindex;
5477         int i;
5478         float f;
5479         float *v, *c, *c2;
5480         vec3_t ambientcolor;
5481         vec3_t diffusecolor;
5482         vec3_t lightdir;
5483         // TODO: optimize
5484         // model lighting
5485         VectorCopy(rsurface.modellight_lightdir, lightdir);
5486         f = 0.5f * r_refdef.lightmapintensity;
5487         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5488         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5489         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5490         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5491         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5492         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5493         if (VectorLength2(diffusecolor) > 0)
5494         {
5495                 // generate color arrays for the surfaces in this list
5496                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5497                 {
5498                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5499                         int numverts = surface->num_vertices;
5500                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5501                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5502                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5503                         // q3-style directional shading
5504                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5505                         {
5506                                 if ((f = DotProduct(c2, lightdir)) > 0)
5507                                         VectorMA(ambientcolor, f, diffusecolor, c);
5508                                 else
5509                                         VectorCopy(ambientcolor, c);
5510                                 c[3] = a;
5511                         }
5512                 }
5513                 r = 1;
5514                 g = 1;
5515                 b = 1;
5516                 a = 1;
5517                 applycolor = false;
5518                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5519                 rsurface.lightmapcolor4f_bufferobject = 0;
5520                 rsurface.lightmapcolor4f_bufferoffset = 0;
5521         }
5522         else
5523         {
5524                 r = ambientcolor[0];
5525                 g = ambientcolor[1];
5526                 b = ambientcolor[2];
5527                 rsurface.lightmapcolor4f = NULL;
5528                 rsurface.lightmapcolor4f_bufferobject = 0;
5529                 rsurface.lightmapcolor4f_bufferoffset = 0;
5530         }
5531         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5532         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5533         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5534         GL_Color(r, g, b, a);
5535         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5536 }
5537
5538 void RSurf_SetupDepthAndCulling(void)
5539 {
5540         // submodels are biased to avoid z-fighting with world surfaces that they
5541         // may be exactly overlapping (avoids z-fighting artifacts on certain
5542         // doors and things in Quake maps)
5543         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5544         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5545         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5546         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5547 }
5548
5549 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5550 {
5551         RSurf_SetupDepthAndCulling();
5552         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5553         {
5554                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5555                 GL_DepthMask(true);
5556                 GL_BlendFunc(GL_ONE, GL_ZERO);
5557                 R_Mesh_ColorPointer(NULL, 0, 0);
5558                 R_Mesh_ResetTextureState();
5559         }
5560         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5561         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5562 }
5563
5564 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5565 {
5566         // transparent sky would be ridiculous
5567         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5568                 return;
5569         if (rsurface.mode != RSURFMODE_SKY)
5570         {
5571                 if (rsurface.mode == RSURFMODE_GLSL)
5572                 {
5573                         qglUseProgramObjectARB(0);CHECKGLERROR
5574                 }
5575                 rsurface.mode = RSURFMODE_SKY;
5576         }
5577         if (skyrendernow)
5578         {
5579                 skyrendernow = false;
5580                 // we have to force off the water clipping plane while rendering sky
5581                 R_SetupView(false);
5582                 R_Sky();
5583                 R_SetupView(true);
5584                 // restore entity matrix
5585                 R_Mesh_Matrix(&rsurface.matrix);
5586         }
5587         RSurf_SetupDepthAndCulling();
5588         GL_DepthMask(true);
5589         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5590         // skymasking on them, and Quake3 never did sky masking (unlike
5591         // software Quake and software Quake2), so disable the sky masking
5592         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5593         // and skymasking also looks very bad when noclipping outside the
5594         // level, so don't use it then either.
5595         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5596         {
5597                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5598                 R_Mesh_ColorPointer(NULL, 0, 0);
5599                 R_Mesh_ResetTextureState();
5600                 if (skyrendermasked)
5601                 {
5602                         // depth-only (masking)
5603                         GL_ColorMask(0,0,0,0);
5604                         // just to make sure that braindead drivers don't draw
5605                         // anything despite that colormask...
5606                         GL_BlendFunc(GL_ZERO, GL_ONE);
5607                 }
5608                 else
5609                 {
5610                         // fog sky
5611                         GL_BlendFunc(GL_ONE, GL_ZERO);
5612                 }
5613                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5614                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5615                 if (skyrendermasked)
5616                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5617         }
5618 }
5619
5620 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5621 {
5622         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5623                 return;
5624
5625         if (rsurface.mode != RSURFMODE_GLSL)
5626         {
5627                 rsurface.mode = RSURFMODE_GLSL;
5628                 R_Mesh_ResetTextureState();
5629                 GL_Color(1, 1, 1, 1);
5630         }
5631
5632         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5633         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5634         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5635         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5636         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5637         if (rsurface.texture->backgroundcurrentskinframe)
5638         {
5639                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5640                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5641                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5642                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5643         }
5644         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5645         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5646         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5647         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5648                 R_Mesh_ColorPointer(NULL, 0, 0);
5649         else
5650                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5651
5652         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5653         {
5654                 // render background
5655                 GL_BlendFunc(GL_ONE, GL_ZERO);
5656                 GL_DepthMask(true);
5657                 GL_AlphaTest(false);
5658
5659                 GL_Color(1, 1, 1, 1);
5660                 R_Mesh_ColorPointer(NULL, 0, 0);
5661
5662                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5663                 if (r_glsl_permutation)
5664                 {
5665                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5666                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5667                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5668                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5669                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5670                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5671                         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);
5672                 }
5673
5674                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5675                 GL_DepthMask(false);
5676                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5677                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5678                         R_Mesh_ColorPointer(NULL, 0, 0);
5679                 else
5680                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5681                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5682                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5683         }
5684
5685         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5686         if (!r_glsl_permutation)
5687                 return;
5688
5689         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5690         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5691         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5692         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5693         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5694         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5695
5696         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5697         {
5698                 GL_BlendFunc(GL_ONE, GL_ZERO);
5699                 GL_DepthMask(true);
5700                 GL_AlphaTest(false);
5701         }
5702
5703         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5704         {
5705                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5706                         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);
5707                 else
5708                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5709         }
5710         else
5711         {
5712                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5713                         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);
5714                 else
5715                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5716         }
5717 }
5718
5719 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5720 {
5721         // OpenGL 1.3 path - anything not completely ancient
5722         int texturesurfaceindex;
5723         qboolean applycolor;
5724         qboolean applyfog;
5725         rmeshstate_t m;
5726         int layerindex;
5727         const texturelayer_t *layer;
5728         if (rsurface.mode != RSURFMODE_MULTIPASS)
5729                 rsurface.mode = RSURFMODE_MULTIPASS;
5730         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5731
5732         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5733         {
5734                 vec4_t layercolor;
5735                 int layertexrgbscale;
5736                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5737                 {
5738                         if (layerindex == 0)
5739                                 GL_AlphaTest(true);
5740                         else
5741                         {
5742                                 GL_AlphaTest(false);
5743                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5744                         }
5745                 }
5746                 GL_DepthMask(layer->depthmask);
5747                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5748                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5749                 {
5750                         layertexrgbscale = 4;
5751                         VectorScale(layer->color, 0.25f, layercolor);
5752                 }
5753                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5754                 {
5755                         layertexrgbscale = 2;
5756                         VectorScale(layer->color, 0.5f, layercolor);
5757                 }
5758                 else
5759                 {
5760                         layertexrgbscale = 1;
5761                         VectorScale(layer->color, 1.0f, layercolor);
5762                 }
5763                 layercolor[3] = layer->color[3];
5764                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5765                 R_Mesh_ColorPointer(NULL, 0, 0);
5766                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5767                 switch (layer->type)
5768                 {
5769                 case TEXTURELAYERTYPE_LITTEXTURE:
5770                         memset(&m, 0, sizeof(m));
5771                         m.tex[0] = R_GetTexture(r_texture_white);
5772                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5773                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5774                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5775                         m.tex[1] = R_GetTexture(layer->texture);
5776                         m.texmatrix[1] = layer->texmatrix;
5777                         m.texrgbscale[1] = layertexrgbscale;
5778                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5779                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5780                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5781                         R_Mesh_TextureState(&m);
5782                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5783                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5784                         else if (rsurface.uselightmaptexture)
5785                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5786                         else
5787                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5788                         break;
5789                 case TEXTURELAYERTYPE_TEXTURE:
5790                         memset(&m, 0, sizeof(m));
5791                         m.tex[0] = R_GetTexture(layer->texture);
5792                         m.texmatrix[0] = layer->texmatrix;
5793                         m.texrgbscale[0] = layertexrgbscale;
5794                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5795                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5796                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5797                         R_Mesh_TextureState(&m);
5798                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5799                         break;
5800                 case TEXTURELAYERTYPE_FOG:
5801                         memset(&m, 0, sizeof(m));
5802                         m.texrgbscale[0] = layertexrgbscale;
5803                         if (layer->texture)
5804                         {
5805                                 m.tex[0] = R_GetTexture(layer->texture);
5806                                 m.texmatrix[0] = layer->texmatrix;
5807                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5808                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5809                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5810                         }
5811                         R_Mesh_TextureState(&m);
5812                         // generate a color array for the fog pass
5813                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5814                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5815                         {
5816                                 int i;
5817                                 float f, *v, *c;
5818                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5819                                 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)
5820                                 {
5821                                         f = 1 - FogPoint_Model(v);
5822                                         c[0] = layercolor[0];
5823                                         c[1] = layercolor[1];
5824                                         c[2] = layercolor[2];
5825                                         c[3] = f * layercolor[3];
5826                                 }
5827                         }
5828                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5829                         break;
5830                 default:
5831                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5832                 }
5833                 GL_LockArrays(0, 0);
5834         }
5835         CHECKGLERROR
5836         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5837         {
5838                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5839                 GL_AlphaTest(false);
5840         }
5841 }
5842
5843 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5844 {
5845         // OpenGL 1.1 - crusty old voodoo path
5846         int texturesurfaceindex;
5847         qboolean applyfog;
5848         rmeshstate_t m;
5849         int layerindex;
5850         const texturelayer_t *layer;
5851         if (rsurface.mode != RSURFMODE_MULTIPASS)
5852                 rsurface.mode = RSURFMODE_MULTIPASS;
5853         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5854
5855         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5856         {
5857                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5858                 {
5859                         if (layerindex == 0)
5860                                 GL_AlphaTest(true);
5861                         else
5862                         {
5863                                 GL_AlphaTest(false);
5864                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5865                         }
5866                 }
5867                 GL_DepthMask(layer->depthmask);
5868                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5869                 R_Mesh_ColorPointer(NULL, 0, 0);
5870                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5871                 switch (layer->type)
5872                 {
5873                 case TEXTURELAYERTYPE_LITTEXTURE:
5874                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5875                         {
5876                                 // two-pass lit texture with 2x rgbscale
5877                                 // first the lightmap pass
5878                                 memset(&m, 0, sizeof(m));
5879                                 m.tex[0] = R_GetTexture(r_texture_white);
5880                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5881                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5882                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5883                                 R_Mesh_TextureState(&m);
5884                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5885                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5886                                 else if (rsurface.uselightmaptexture)
5887                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5888                                 else
5889                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5890                                 GL_LockArrays(0, 0);
5891                                 // then apply the texture to it
5892                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5893                                 memset(&m, 0, sizeof(m));
5894                                 m.tex[0] = R_GetTexture(layer->texture);
5895                                 m.texmatrix[0] = layer->texmatrix;
5896                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5897                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5898                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5899                                 R_Mesh_TextureState(&m);
5900                                 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);
5901                         }
5902                         else
5903                         {
5904                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5905                                 memset(&m, 0, sizeof(m));
5906                                 m.tex[0] = R_GetTexture(layer->texture);
5907                                 m.texmatrix[0] = layer->texmatrix;
5908                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5909                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5910                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5911                                 R_Mesh_TextureState(&m);
5912                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5913                                         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);
5914                                 else
5915                                         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);
5916                         }
5917                         break;
5918                 case TEXTURELAYERTYPE_TEXTURE:
5919                         // singletexture unlit texture with transparency support
5920                         memset(&m, 0, sizeof(m));
5921                         m.tex[0] = R_GetTexture(layer->texture);
5922                         m.texmatrix[0] = layer->texmatrix;
5923                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5924                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5925                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5926                         R_Mesh_TextureState(&m);
5927                         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);
5928                         break;
5929                 case TEXTURELAYERTYPE_FOG:
5930                         // singletexture fogging
5931                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5932                         if (layer->texture)
5933                         {
5934                                 memset(&m, 0, sizeof(m));
5935                                 m.tex[0] = R_GetTexture(layer->texture);
5936                                 m.texmatrix[0] = layer->texmatrix;
5937                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5938                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5939                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5940                                 R_Mesh_TextureState(&m);
5941                         }
5942                         else
5943                                 R_Mesh_ResetTextureState();
5944                         // generate a color array for the fog pass
5945                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5946                         {
5947                                 int i;
5948                                 float f, *v, *c;
5949                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5950                                 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)
5951                                 {
5952                                         f = 1 - FogPoint_Model(v);
5953                                         c[0] = layer->color[0];
5954                                         c[1] = layer->color[1];
5955                                         c[2] = layer->color[2];
5956                                         c[3] = f * layer->color[3];
5957                                 }
5958                         }
5959                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5960                         break;
5961                 default:
5962                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5963                 }
5964                 GL_LockArrays(0, 0);
5965         }
5966         CHECKGLERROR
5967         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5968         {
5969                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5970                 GL_AlphaTest(false);
5971         }
5972 }
5973
5974 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5975 {
5976         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5977                 return;
5978         rsurface.rtlight = NULL;
5979         CHECKGLERROR
5980         if (depthonly)
5981         {
5982                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5983                         return;
5984                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5985                         return;
5986                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5987                         rsurface.mode = RSURFMODE_MULTIPASS;
5988                 if (r_depthfirst.integer == 3)
5989                 {
5990                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5991                         if (!r_refdef.view.showdebug)
5992                                 GL_Color(0, 0, 0, 1);
5993                         else
5994                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5995                 }
5996                 else
5997                 {
5998                         GL_ColorMask(0,0,0,0);
5999                         GL_Color(1,1,1,1);
6000                 }
6001                 RSurf_SetupDepthAndCulling();
6002                 GL_DepthTest(true);
6003                 GL_BlendFunc(GL_ONE, GL_ZERO);
6004                 GL_DepthMask(true);
6005                 GL_AlphaTest(false);
6006                 R_Mesh_ColorPointer(NULL, 0, 0);
6007                 R_Mesh_ResetTextureState();
6008                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6009                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6010                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6011         }
6012         else if (r_depthfirst.integer == 3)
6013                 return;
6014         else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
6015         {
6016                 GL_Color(0, 0, 0, 1);
6017                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6018         }
6019         else if (r_showsurfaces.integer)
6020         {
6021                 if (rsurface.mode != RSURFMODE_MULTIPASS)
6022                         rsurface.mode = RSURFMODE_MULTIPASS;
6023                 RSurf_SetupDepthAndCulling();
6024                 GL_DepthTest(true);
6025                 GL_BlendFunc(GL_ONE, GL_ZERO);
6026                 GL_DepthMask(writedepth);
6027                 GL_Color(1,1,1,1);
6028                 GL_AlphaTest(false);
6029                 R_Mesh_ColorPointer(NULL, 0, 0);
6030                 R_Mesh_ResetTextureState();
6031                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6032                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6033         }
6034         else if (gl_lightmaps.integer)
6035         {
6036                 rmeshstate_t m;
6037                 if (rsurface.mode != RSURFMODE_MULTIPASS)
6038                         rsurface.mode = RSURFMODE_MULTIPASS;
6039                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6040                 GL_DepthTest(true);
6041                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6042                 GL_BlendFunc(GL_ONE, GL_ZERO);
6043                 GL_DepthMask(writedepth);
6044                 GL_Color(1,1,1,1);
6045                 GL_AlphaTest(false);
6046                 R_Mesh_ColorPointer(NULL, 0, 0);
6047                 memset(&m, 0, sizeof(m));
6048                 m.tex[0] = R_GetTexture(r_texture_white);
6049                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6050                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6051                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6052                 R_Mesh_TextureState(&m);
6053                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6054                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6055                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6056                 else if (rsurface.uselightmaptexture)
6057                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6058                 else
6059                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6060         }
6061         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6062                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6063         else if (rsurface.texture->currentnumlayers)
6064         {
6065                 // write depth for anything we skipped on the depth-only pass earlier
6066                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6067                         writedepth = true;
6068                 RSurf_SetupDepthAndCulling();
6069                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6070                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6071                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6072                 if (r_glsl.integer && gl_support_fragment_shader)
6073                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6074                 else if (gl_combine.integer && r_textureunits.integer >= 2)
6075                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6076                 else
6077                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6078         }
6079         CHECKGLERROR
6080         GL_LockArrays(0, 0);
6081 }
6082
6083 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6084 {
6085         int i, j;
6086         int texturenumsurfaces, endsurface;
6087         texture_t *texture;
6088         msurface_t *surface;
6089         msurface_t *texturesurfacelist[1024];
6090
6091         // if the model is static it doesn't matter what value we give for
6092         // wantnormals and wanttangents, so this logic uses only rules applicable
6093         // to a model, knowing that they are meaningless otherwise
6094         if (ent == r_refdef.scene.worldentity)
6095                 RSurf_ActiveWorldEntity();
6096         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6097                 RSurf_ActiveModelEntity(ent, false, false);
6098         else
6099                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6100
6101         for (i = 0;i < numsurfaces;i = j)
6102         {
6103                 j = i + 1;
6104                 surface = rsurface.modelsurfaces + surfacelist[i];
6105                 texture = surface->texture;
6106                 R_UpdateTextureInfo(ent, texture);
6107                 rsurface.texture = texture->currentframe;
6108                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6109                 // scan ahead until we find a different texture
6110                 endsurface = min(i + 1024, numsurfaces);
6111                 texturenumsurfaces = 0;
6112                 texturesurfacelist[texturenumsurfaces++] = surface;
6113                 for (;j < endsurface;j++)
6114                 {
6115                         surface = rsurface.modelsurfaces + surfacelist[j];
6116                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6117                                 break;
6118                         texturesurfacelist[texturenumsurfaces++] = surface;
6119                 }
6120                 // render the range of surfaces
6121                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6122         }
6123
6124         RSurf_CleanUp();
6125 }
6126
6127 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6128 {
6129         int i, j;
6130         vec3_t tempcenter, center;
6131         texture_t *texture;
6132         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6133         if (addwaterplanes)
6134         {
6135                 for (i = 0;i < numsurfaces;i++)
6136                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6137                                 R_Water_AddWaterPlane(surfacelist[i]);
6138                 return;
6139         }
6140         // break the surface list down into batches by texture and use of lightmapping
6141         for (i = 0;i < numsurfaces;i = j)
6142         {
6143                 j = i + 1;
6144                 // texture is the base texture pointer, rsurface.texture is the
6145                 // current frame/skin the texture is directing us to use (for example
6146                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6147                 // use skin 1 instead)
6148                 texture = surfacelist[i]->texture;
6149                 rsurface.texture = texture->currentframe;
6150                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6151                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6152                 {
6153                         // if this texture is not the kind we want, skip ahead to the next one
6154                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6155                                 ;
6156                         continue;
6157                 }
6158                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6159                 {
6160                         // transparent surfaces get pushed off into the transparent queue
6161                         const msurface_t *surface = surfacelist[i];
6162                         if (depthonly)
6163                                 continue;
6164                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6165                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6166                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6167                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6168                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6169                 }
6170                 else
6171                 {
6172                         // simply scan ahead until we find a different texture or lightmap state
6173                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6174                                 ;
6175                         // render the range of surfaces
6176                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6177                 }
6178         }
6179 }
6180
6181 float locboxvertex3f[6*4*3] =
6182 {
6183         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6184         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6185         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6186         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6187         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6188         1,0,0, 0,0,0, 0,1,0, 1,1,0
6189 };
6190
6191 int locboxelement3i[6*2*3] =
6192 {
6193          0, 1, 2, 0, 2, 3,
6194          4, 5, 6, 4, 6, 7,
6195          8, 9,10, 8,10,11,
6196         12,13,14, 12,14,15,
6197         16,17,18, 16,18,19,
6198         20,21,22, 20,22,23
6199 };
6200
6201 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6202 {
6203         int i, j;
6204         cl_locnode_t *loc = (cl_locnode_t *)ent;
6205         vec3_t mins, size;
6206         float vertex3f[6*4*3];
6207         CHECKGLERROR
6208         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6209         GL_DepthMask(false);
6210         GL_DepthRange(0, 1);
6211         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6212         GL_DepthTest(true);
6213         GL_CullFace(GL_NONE);
6214         R_Mesh_Matrix(&identitymatrix);
6215
6216         R_Mesh_VertexPointer(vertex3f, 0, 0);
6217         R_Mesh_ColorPointer(NULL, 0, 0);
6218         R_Mesh_ResetTextureState();
6219
6220         i = surfacelist[0];
6221         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6222                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6223                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6224                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6225
6226         if (VectorCompare(loc->mins, loc->maxs))
6227         {
6228                 VectorSet(size, 2, 2, 2);
6229                 VectorMA(loc->mins, -0.5f, size, mins);
6230         }
6231         else
6232         {
6233                 VectorCopy(loc->mins, mins);
6234                 VectorSubtract(loc->maxs, loc->mins, size);
6235         }
6236
6237         for (i = 0;i < 6*4*3;)
6238                 for (j = 0;j < 3;j++, i++)
6239                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6240
6241         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6242 }
6243
6244 void R_DrawLocs(void)
6245 {
6246         int index;
6247         cl_locnode_t *loc, *nearestloc;
6248         vec3_t center;
6249         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6250         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6251         {
6252                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6253                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6254         }
6255 }
6256
6257 void R_DrawDebugModel(entity_render_t *ent)
6258 {
6259         int i, j, k, l, flagsmask;
6260         const int *elements;
6261         q3mbrush_t *brush;
6262         msurface_t *surface;
6263         model_t *model = ent->model;
6264         vec3_t v;
6265
6266         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6267
6268         R_Mesh_ColorPointer(NULL, 0, 0);
6269         R_Mesh_ResetTextureState();
6270         GL_DepthRange(0, 1);
6271         GL_DepthTest(!r_showdisabledepthtest.integer);
6272         GL_DepthMask(false);
6273         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6274
6275         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6276         {
6277                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6278                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6279                 {
6280                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6281                         {
6282                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6283                                 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);
6284                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6285                         }
6286                 }
6287                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6288                 {
6289                         if (surface->num_collisiontriangles)
6290                         {
6291                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6292                                 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);
6293                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6294                         }
6295                 }
6296         }
6297
6298         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6299
6300         if (r_showtris.integer || r_shownormals.integer)
6301         {
6302                 if (r_showdisabledepthtest.integer)
6303                 {
6304                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6305                         GL_DepthMask(false);
6306                 }
6307                 else
6308                 {
6309                         GL_BlendFunc(GL_ONE, GL_ZERO);
6310                         GL_DepthMask(true);
6311                 }
6312                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6313                 {
6314                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6315                                 continue;
6316                         rsurface.texture = surface->texture->currentframe;
6317                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6318                         {
6319                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6320                                 if (r_showtris.value > 0)
6321                                 {
6322                                         if (!rsurface.texture->currentlayers->depthmask)
6323                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6324                                         else if (ent == r_refdef.scene.worldentity)
6325                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6326                                         else
6327                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6328                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6329                                         CHECKGLERROR
6330                                         qglBegin(GL_LINES);
6331                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6332                                         {
6333 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6334                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6335                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6336                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6337                                         }
6338                                         qglEnd();
6339                                         CHECKGLERROR
6340                                 }
6341                                 if (r_shownormals.value > 0)
6342                                 {
6343                                         qglBegin(GL_LINES);
6344                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6345                                         {
6346                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6347                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6348                                                 qglVertex3f(v[0], v[1], v[2]);
6349                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6350                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6351                                                 qglVertex3f(v[0], v[1], v[2]);
6352                                         }
6353                                         qglEnd();
6354                                         CHECKGLERROR
6355                                         qglBegin(GL_LINES);
6356                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6357                                         {
6358                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6359                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6360                                                 qglVertex3f(v[0], v[1], v[2]);
6361                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6362                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6363                                                 qglVertex3f(v[0], v[1], v[2]);
6364                                         }
6365                                         qglEnd();
6366                                         CHECKGLERROR
6367                                         qglBegin(GL_LINES);
6368                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6369                                         {
6370                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6371                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6372                                                 qglVertex3f(v[0], v[1], v[2]);
6373                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6374                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6375                                                 qglVertex3f(v[0], v[1], v[2]);
6376                                         }
6377                                         qglEnd();
6378                                         CHECKGLERROR
6379                                 }
6380                         }
6381                 }
6382                 rsurface.texture = NULL;
6383         }
6384 }
6385
6386 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6387 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6388 {
6389         int i, j, endj, f, flagsmask;
6390         msurface_t *surface;
6391         texture_t *t;
6392         model_t *model = r_refdef.scene.worldmodel;
6393         const int maxsurfacelist = 1024;
6394         int numsurfacelist = 0;
6395         msurface_t *surfacelist[1024];
6396         if (model == NULL)
6397                 return;
6398
6399         RSurf_ActiveWorldEntity();
6400
6401         // update light styles on this submodel
6402         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6403         {
6404                 model_brush_lightstyleinfo_t *style;
6405                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6406                 {
6407                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6408                         {
6409                                 msurface_t *surfaces = model->data_surfaces;
6410                                 int *list = style->surfacelist;
6411                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6412                                 for (j = 0;j < style->numsurfaces;j++)
6413                                         surfaces[list[j]].cached_dlight = true;
6414                         }
6415                 }
6416         }
6417
6418         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6419         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6420
6421         if (debug)
6422         {
6423                 R_DrawDebugModel(r_refdef.scene.worldentity);
6424                 return;
6425         }
6426
6427         f = 0;
6428         t = NULL;
6429         rsurface.uselightmaptexture = false;
6430         rsurface.texture = NULL;
6431         numsurfacelist = 0;
6432         j = model->firstmodelsurface;
6433         endj = j + model->nummodelsurfaces;
6434         while (j < endj)
6435         {
6436                 // quickly skip over non-visible surfaces
6437                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6438                         ;
6439                 // quickly iterate over visible surfaces
6440                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6441                 {
6442                         // process this surface
6443                         surface = model->data_surfaces + j;
6444                         // if this surface fits the criteria, add it to the list
6445                         if (surface->num_triangles)
6446                         {
6447                                 // if lightmap parameters changed, rebuild lightmap texture
6448                                 if (surface->cached_dlight)
6449                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6450                                 // add face to draw list
6451                                 surfacelist[numsurfacelist++] = surface;
6452                                 r_refdef.stats.world_triangles += surface->num_triangles;
6453                                 if (numsurfacelist >= maxsurfacelist)
6454                                 {
6455                                         r_refdef.stats.world_surfaces += numsurfacelist;
6456                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6457                                         numsurfacelist = 0;
6458                                 }
6459                         }
6460                 }
6461         }
6462         r_refdef.stats.world_surfaces += numsurfacelist;
6463         if (numsurfacelist)
6464                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6465         RSurf_CleanUp();
6466 }
6467
6468 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6469 {
6470         int i, j, f, flagsmask;
6471         msurface_t *surface, *endsurface;
6472         texture_t *t;
6473         model_t *model = ent->model;
6474         const int maxsurfacelist = 1024;
6475         int numsurfacelist = 0;
6476         msurface_t *surfacelist[1024];
6477         if (model == NULL)
6478                 return;
6479
6480         // if the model is static it doesn't matter what value we give for
6481         // wantnormals and wanttangents, so this logic uses only rules applicable
6482         // to a model, knowing that they are meaningless otherwise
6483         if (ent == r_refdef.scene.worldentity)
6484                 RSurf_ActiveWorldEntity();
6485         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6486                 RSurf_ActiveModelEntity(ent, false, false);
6487         else
6488                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6489
6490         // update light styles
6491         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6492         {
6493                 model_brush_lightstyleinfo_t *style;
6494                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6495                 {
6496                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6497                         {
6498                                 msurface_t *surfaces = model->data_surfaces;
6499                                 int *list = style->surfacelist;
6500                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6501                                 for (j = 0;j < style->numsurfaces;j++)
6502                                         surfaces[list[j]].cached_dlight = true;
6503                         }
6504                 }
6505         }
6506
6507         R_UpdateAllTextureInfo(ent);
6508         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6509
6510         if (debug)
6511         {
6512                 R_DrawDebugModel(ent);
6513                 return;
6514         }
6515
6516         f = 0;
6517         t = NULL;
6518         rsurface.uselightmaptexture = false;
6519         rsurface.texture = NULL;
6520         numsurfacelist = 0;
6521         surface = model->data_surfaces + model->firstmodelsurface;
6522         endsurface = surface + model->nummodelsurfaces;
6523         for (;surface < endsurface;surface++)
6524         {
6525                 // if this surface fits the criteria, add it to the list
6526                 if (surface->num_triangles)
6527                 {
6528                         // if lightmap parameters changed, rebuild lightmap texture
6529                         if (surface->cached_dlight)
6530                                 R_BuildLightMap(ent, surface);
6531                         // add face to draw list
6532                         surfacelist[numsurfacelist++] = surface;
6533                         r_refdef.stats.entities_triangles += surface->num_triangles;
6534                         if (numsurfacelist >= maxsurfacelist)
6535                         {
6536                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6537                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6538                                 numsurfacelist = 0;
6539                         }
6540                 }
6541         }
6542         r_refdef.stats.entities_surfaces += numsurfacelist;
6543         if (numsurfacelist)
6544                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6545         RSurf_CleanUp();
6546 }