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clarify surfedge handling with a comment about surfedge 0
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
48
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
85
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
94
95 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)"};
96
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
108
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
114
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
119
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
127
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
132
133 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"};
134
135 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"};
136
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
138
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
146
147 extern cvar_t v_glslgamma;
148
149 extern qboolean v_flipped_state;
150
151 static struct r_bloomstate_s
152 {
153         qboolean enabled;
154         qboolean hdr;
155
156         int bloomwidth, bloomheight;
157
158         int screentexturewidth, screentextureheight;
159         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
160
161         int bloomtexturewidth, bloomtextureheight;
162         rtexture_t *texture_bloom;
163
164         // arrays for rendering the screen passes
165         float screentexcoord2f[8];
166         float bloomtexcoord2f[8];
167         float offsettexcoord2f[8];
168
169         r_viewport_t viewport;
170 }
171 r_bloomstate;
172
173 r_waterstate_t r_waterstate;
174
175 /// shadow volume bsp struct with automatically growing nodes buffer
176 svbsp_t r_svbsp;
177
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
189
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
193
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
196
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
199 {
200         0, 0, 0,
201         1, 0, 0,
202         1, 1, 0,
203         0, 1, 0
204 };
205
206 extern void R_DrawModelShadows(void);
207
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
209 {
210         int i;
211         for (i = 0;i < verts;i++)
212         {
213                 out[0] = in[0] * r;
214                 out[1] = in[1] * g;
215                 out[2] = in[2] * b;
216                 out[3] = in[3];
217                 in += 4;
218                 out += 4;
219         }
220 }
221
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
223 {
224         int i;
225         for (i = 0;i < verts;i++)
226         {
227                 out[0] = r;
228                 out[1] = g;
229                 out[2] = b;
230                 out[3] = a;
231                 out += 4;
232         }
233 }
234
235 // FIXME: move this to client?
236 void FOG_clear(void)
237 {
238         if (gamemode == GAME_NEHAHRA)
239         {
240                 Cvar_Set("gl_fogenable", "0");
241                 Cvar_Set("gl_fogdensity", "0.2");
242                 Cvar_Set("gl_fogred", "0.3");
243                 Cvar_Set("gl_foggreen", "0.3");
244                 Cvar_Set("gl_fogblue", "0.3");
245         }
246         r_refdef.fog_density = 0;
247         r_refdef.fog_red = 0;
248         r_refdef.fog_green = 0;
249         r_refdef.fog_blue = 0;
250         r_refdef.fog_alpha = 1;
251         r_refdef.fog_start = 0;
252         r_refdef.fog_end = 0;
253 }
254
255 float FogForDistance(vec_t dist)
256 {
257         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
259 }
260
261 float FogPoint_World(const vec3_t p)
262 {
263         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
264 }
265
266 float FogPoint_Model(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
269 }
270
271 static void R_BuildBlankTextures(void)
272 {
273         unsigned char data[4];
274         data[2] = 128; // normal X
275         data[1] = 128; // normal Y
276         data[0] = 255; // normal Z
277         data[3] = 128; // height
278         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279         data[0] = 255;
280         data[1] = 255;
281         data[2] = 255;
282         data[3] = 255;
283         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 128;
285         data[1] = 128;
286         data[2] = 128;
287         data[3] = 255;
288         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 0;
290         data[1] = 0;
291         data[2] = 0;
292         data[3] = 255;
293         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 }
295
296 static void R_BuildNoTexture(void)
297 {
298         int x, y;
299         unsigned char pix[16][16][4];
300         // this makes a light grey/dark grey checkerboard texture
301         for (y = 0;y < 16;y++)
302         {
303                 for (x = 0;x < 16;x++)
304                 {
305                         if ((y < 8) ^ (x < 8))
306                         {
307                                 pix[y][x][0] = 128;
308                                 pix[y][x][1] = 128;
309                                 pix[y][x][2] = 128;
310                                 pix[y][x][3] = 255;
311                         }
312                         else
313                         {
314                                 pix[y][x][0] = 64;
315                                 pix[y][x][1] = 64;
316                                 pix[y][x][2] = 64;
317                                 pix[y][x][3] = 255;
318                         }
319                 }
320         }
321         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
322 }
323
324 static void R_BuildWhiteCube(void)
325 {
326         unsigned char data[6*1*1*4];
327         memset(data, 255, sizeof(data));
328         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNormalizationCube(void)
332 {
333         int x, y, side;
334         vec3_t v;
335         vec_t s, t, intensity;
336 #define NORMSIZE 64
337         unsigned char data[6][NORMSIZE][NORMSIZE][4];
338         for (side = 0;side < 6;side++)
339         {
340                 for (y = 0;y < NORMSIZE;y++)
341                 {
342                         for (x = 0;x < NORMSIZE;x++)
343                         {
344                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
346                                 switch(side)
347                                 {
348                                 default:
349                                 case 0:
350                                         v[0] = 1;
351                                         v[1] = -t;
352                                         v[2] = -s;
353                                         break;
354                                 case 1:
355                                         v[0] = -1;
356                                         v[1] = -t;
357                                         v[2] = s;
358                                         break;
359                                 case 2:
360                                         v[0] = s;
361                                         v[1] = 1;
362                                         v[2] = t;
363                                         break;
364                                 case 3:
365                                         v[0] = s;
366                                         v[1] = -1;
367                                         v[2] = -t;
368                                         break;
369                                 case 4:
370                                         v[0] = s;
371                                         v[1] = -t;
372                                         v[2] = 1;
373                                         break;
374                                 case 5:
375                                         v[0] = -s;
376                                         v[1] = -t;
377                                         v[2] = -1;
378                                         break;
379                                 }
380                                 intensity = 127.0f / sqrt(DotProduct(v, v));
381                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384                                 data[side][y][x][3] = 255;
385                         }
386                 }
387         }
388         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
389 }
390
391 static void R_BuildFogTexture(void)
392 {
393         int x, b;
394 #define FOGWIDTH 256
395         unsigned char data1[FOGWIDTH][4];
396         //unsigned char data2[FOGWIDTH][4];
397         double d, r, alpha;
398
399         r_refdef.fogmasktable_start = r_refdef.fog_start;
400         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401         r_refdef.fogmasktable_range = r_refdef.fogrange;
402         r_refdef.fogmasktable_density = r_refdef.fog_density;
403
404         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
406         {
407                 d = (x * r - r_refdef.fogmasktable_start);
408                 if(developer.integer >= 100)
409                         Con_Printf("%f ", d);
410                 d = max(0, d);
411                 if (r_fog_exp2.integer)
412                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
413                 else
414                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415                 if(developer.integer >= 100)
416                         Con_Printf(" : %f ", alpha);
417                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418                 if(developer.integer >= 100)
419                         Con_Printf(" = %f\n", alpha);
420                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
421         }
422
423         for (x = 0;x < FOGWIDTH;x++)
424         {
425                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426                 data1[x][0] = b;
427                 data1[x][1] = b;
428                 data1[x][2] = b;
429                 data1[x][3] = 255;
430                 //data2[x][0] = 255 - b;
431                 //data2[x][1] = 255 - b;
432                 //data2[x][2] = 255 - b;
433                 //data2[x][3] = 255;
434         }
435         if (r_texture_fogattenuation)
436         {
437                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
439         }
440         else
441         {
442                 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);
443                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
444         }
445 }
446
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
452 "#endif\n"
453 "\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "#   extension GL_EXT_gpu_shader4 : enable\n"
457 "# endif\n"
458 "# ifdef HASTEXTUREGATHER\n"
459 "#   extension GL_ARB_texture_gather : enable\n"
460 "# else\n"
461 "#   ifdef HASTEXTURE4\n"
462 "#     extension GL_AMD_texture_texture4 : enable\n"
463 "#     define textureGather texture4\n"
464 "#   endif\n"
465 "# endif\n"
466 "#endif\n"
467 "\n"
468 "#ifdef USESHADOWMAPCUBE\n"
469 "# extension GL_EXT_gpu_shader4 : enable\n"
470 "#endif\n"
471 "\n"
472 "// common definitions between vertex shader and fragment shader:\n"
473 "\n"
474 "//#ifdef __GLSL_CG_DATA_TYPES\n"
475 "//# define myhalf half\n"
476 "//# define myhalf2 half2\n"
477 "//# define myhalf3half3\n"
478 "//# define myhalf4 half4\n"
479 "//#else\n"
480 "# define myhalf float\n"
481 "# define myhalf2 vec2\n"
482 "# define myhalf3 vec3\n"
483 "# define myhalf4 vec4\n"
484 "//#endif\n"
485 "\n"
486 "#ifdef MODE_DEPTH_OR_SHADOW\n"
487 "\n"
488 "# ifdef VERTEX_SHADER\n"
489 "void main(void)\n"
490 "{\n"
491 "       gl_Position = ftransform();\n"
492 "}\n"
493 "# endif\n"
494 "\n"
495 "#else\n"
496 "#ifdef MODE_SHOWDEPTH\n"
497 "# ifdef VERTEX_SHADER\n"
498 "void main(void)\n"
499 "{\n"
500 "       gl_Position = ftransform();\n"
501 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
502 "}\n"
503 "# endif\n"
504 "# ifdef FRAGMENT_SHADER\n"
505 "void main(void)\n"
506 "{\n"
507 "       gl_FragColor = gl_Color;\n"
508 "}\n"
509 "# endif\n"
510 "\n"
511 "#else // !MODE_SHOWDEPTH\n"
512 "\n"
513 "#ifdef MODE_POSTPROCESS\n"
514 "# ifdef VERTEX_SHADER\n"
515 "void main(void)\n"
516 "{\n"
517 "       gl_FrontColor = gl_Color;\n"
518 "       gl_Position = ftransform();\n"
519 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
520 "#ifdef USEBLOOM\n"
521 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 "#endif\n"
523 "}\n"
524 "# endif\n"
525 "# ifdef FRAGMENT_SHADER\n"
526 "\n"
527 "uniform sampler2D Texture_First;\n"
528 "#ifdef USEBLOOM\n"
529 "uniform sampler2D Texture_Second;\n"
530 "#endif\n"
531 "#ifdef USEGAMMARAMPS\n"
532 "uniform sampler2D Texture_GammaRamps;\n"
533 "#endif\n"
534 "#ifdef USESATURATION\n"
535 "uniform float Saturation;\n"
536 "#endif\n"
537 "#ifdef USEVIEWTINT\n"
538 "uniform vec4 TintColor;\n"
539 "#endif\n"
540 "//uncomment these if you want to use them:\n"
541 "uniform vec4 UserVec1;\n"
542 "// uniform vec4 UserVec2;\n"
543 "// uniform vec4 UserVec3;\n"
544 "// uniform vec4 UserVec4;\n"
545 "// uniform float ClientTime;\n"
546 "uniform vec2 PixelSize;\n"
547 "void main(void)\n"
548 "{\n"
549 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
550 "#ifdef USEBLOOM\n"
551 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
552 "#endif\n"
553 "#ifdef USEVIEWTINT\n"
554 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
555 "#endif\n"
556 "\n"
557 "#ifdef USEPOSTPROCESSING\n"
558 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
559 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
560 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
561 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
562 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
563 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
564 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
565 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
566 "#endif\n"
567 "\n"
568 "#ifdef USESATURATION\n"
569 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
570 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
571 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
572 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
573 "#endif\n"
574 "\n"
575 "#ifdef USEGAMMARAMPS\n"
576 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
577 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
578 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
579 "#endif\n"
580 "}\n"
581 "# endif\n"
582 "\n"
583 "\n"
584 "#else\n"
585 "#ifdef MODE_GENERIC\n"
586 "# ifdef VERTEX_SHADER\n"
587 "void main(void)\n"
588 "{\n"
589 "       gl_FrontColor = gl_Color;\n"
590 "#  ifdef USEDIFFUSE\n"
591 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
592 "#  endif\n"
593 "#  ifdef USESPECULAR\n"
594 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
595 "#  endif\n"
596 "       gl_Position = ftransform();\n"
597 "}\n"
598 "# endif\n"
599 "# ifdef FRAGMENT_SHADER\n"
600 "\n"
601 "#  ifdef USEDIFFUSE\n"
602 "uniform sampler2D Texture_First;\n"
603 "#  endif\n"
604 "#  ifdef USESPECULAR\n"
605 "uniform sampler2D Texture_Second;\n"
606 "#  endif\n"
607 "\n"
608 "void main(void)\n"
609 "{\n"
610 "       gl_FragColor = gl_Color;\n"
611 "#  ifdef USEDIFFUSE\n"
612 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
613 "#  endif\n"
614 "\n"
615 "#  ifdef USESPECULAR\n"
616 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
617 "#  endif\n"
618 "#  ifdef USECOLORMAPPING\n"
619 "       gl_FragColor *= tex2;\n"
620 "#  endif\n"
621 "#  ifdef USEGLOW\n"
622 "       gl_FragColor += tex2;\n"
623 "#  endif\n"
624 "#  ifdef USEVERTEXTEXTUREBLEND\n"
625 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
626 "#  endif\n"
627 "}\n"
628 "# endif\n"
629 "\n"
630 "#else // !MODE_GENERIC\n"
631 "\n"
632 "varying vec2 TexCoord;\n"
633 "#ifdef USEVERTEXTEXTUREBLEND\n"
634 "varying vec2 TexCoord2;\n"
635 "#endif\n"
636 "varying vec2 TexCoordLightmap;\n"
637 "\n"
638 "#ifdef MODE_LIGHTSOURCE\n"
639 "varying vec3 CubeVector;\n"
640 "#endif\n"
641 "\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 "varying vec3 LightVector;\n"
644 "#endif\n"
645 "#ifdef MODE_LIGHTDIRECTION\n"
646 "varying vec3 LightVector;\n"
647 "#endif\n"
648 "\n"
649 "varying vec3 EyeVector;\n"
650 "#ifdef USEFOG\n"
651 "varying vec3 EyeVectorModelSpace;\n"
652 "#endif\n"
653 "\n"
654 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
655 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
656 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
657 "\n"
658 "#ifdef MODE_WATER\n"
659 "varying vec4 ModelViewProjectionPosition;\n"
660 "#endif\n"
661 "#ifdef MODE_REFRACTION\n"
662 "varying vec4 ModelViewProjectionPosition;\n"
663 "#endif\n"
664 "#ifdef USEREFLECTION\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
666 "#endif\n"
667 "\n"
668 "\n"
669 "\n"
670 "\n"
671 "\n"
672 "// vertex shader specific:\n"
673 "#ifdef VERTEX_SHADER\n"
674 "\n"
675 "uniform vec3 LightPosition;\n"
676 "uniform vec3 EyePosition;\n"
677 "uniform vec3 LightDir;\n"
678 "\n"
679 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
680 "\n"
681 "void main(void)\n"
682 "{\n"
683 "       gl_FrontColor = gl_Color;\n"
684 "       // copy the surface texcoord\n"
685 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
686 "#ifdef USEVERTEXTEXTUREBLEND\n"
687 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
688 "#endif\n"
689 "#ifndef MODE_LIGHTSOURCE\n"
690 "# ifndef MODE_LIGHTDIRECTION\n"
691 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
692 "# endif\n"
693 "#endif\n"
694 "\n"
695 "#ifdef MODE_LIGHTSOURCE\n"
696 "       // transform vertex position into light attenuation/cubemap space\n"
697 "       // (-1 to +1 across the light box)\n"
698 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
699 "\n"
700 "       // transform unnormalized light direction into tangent space\n"
701 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
702 "       //  normalize it per pixel)\n"
703 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
704 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
705 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
706 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
707 "#endif\n"
708 "\n"
709 "#ifdef MODE_LIGHTDIRECTION\n"
710 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
711 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
712 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
713 "#endif\n"
714 "\n"
715 "       // transform unnormalized eye direction into tangent space\n"
716 "#ifndef USEFOG\n"
717 "       vec3 EyeVectorModelSpace;\n"
718 "#endif\n"
719 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
720 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
721 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
722 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
723 "\n"
724 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
725 "       VectorS = gl_MultiTexCoord1.xyz;\n"
726 "       VectorT = gl_MultiTexCoord2.xyz;\n"
727 "       VectorR = gl_MultiTexCoord3.xyz;\n"
728 "#endif\n"
729 "\n"
730 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
731 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
732 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
733 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
734 "//#endif\n"
735 "\n"
736 "// transform vertex to camera space, using ftransform to match non-VS\n"
737 "       // rendering\n"
738 "       gl_Position = ftransform();\n"
739 "\n"
740 "#ifdef MODE_WATER\n"
741 "       ModelViewProjectionPosition = gl_Position;\n"
742 "#endif\n"
743 "#ifdef MODE_REFRACTION\n"
744 "       ModelViewProjectionPosition = gl_Position;\n"
745 "#endif\n"
746 "#ifdef USEREFLECTION\n"
747 "       ModelViewProjectionPosition = gl_Position;\n"
748 "#endif\n"
749 "}\n"
750 "\n"
751 "#endif // VERTEX_SHADER\n"
752 "\n"
753 "\n"
754 "\n"
755 "\n"
756 "// fragment shader specific:\n"
757 "#ifdef FRAGMENT_SHADER\n"
758 "\n"
759 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
760 "uniform sampler2D Texture_Normal;\n"
761 "uniform sampler2D Texture_Color;\n"
762 "uniform sampler2D Texture_Gloss;\n"
763 "uniform sampler2D Texture_Glow;\n"
764 "uniform sampler2D Texture_SecondaryNormal;\n"
765 "uniform sampler2D Texture_SecondaryColor;\n"
766 "uniform sampler2D Texture_SecondaryGloss;\n"
767 "uniform sampler2D Texture_SecondaryGlow;\n"
768 "uniform sampler2D Texture_Pants;\n"
769 "uniform sampler2D Texture_Shirt;\n"
770 "uniform sampler2D Texture_FogMask;\n"
771 "uniform sampler2D Texture_Lightmap;\n"
772 "uniform sampler2D Texture_Deluxemap;\n"
773 "uniform sampler2D Texture_Refraction;\n"
774 "uniform sampler2D Texture_Reflection;\n"
775 "uniform sampler2D Texture_Attenuation;\n"
776 "uniform samplerCube Texture_Cube;\n"
777 "\n"
778 "#define showshadowmap 0\n"
779 "\n"
780 "#ifdef USESHADOWMAPRECT\n"
781 "# ifdef USESHADOWSAMPLER\n"
782 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
783 "# else\n"
784 "uniform sampler2DRect Texture_ShadowMapRect;\n"
785 "# endif\n"
786 "#endif\n"
787 "\n"
788 "#ifdef USESHADOWMAP2D\n"
789 "# ifdef USESHADOWSAMPLER\n"
790 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
791 "# else\n"
792 "uniform sampler2D Texture_ShadowMap2D;\n"
793 "# endif\n"
794 "#endif\n"
795 "\n"
796 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
797 "uniform samplerCube Texture_CubeProjection;\n"
798 "#endif\n"
799 "\n"
800 "#ifdef USESHADOWMAPCUBE\n"
801 "# ifdef USESHADOWSAMPLER\n"
802 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
803 "# else\n"
804 "uniform samplerCube Texture_ShadowMapCube;\n"
805 "# endif\n"
806 "#endif\n"
807 "\n"
808 "uniform myhalf3 LightColor;\n"
809 "uniform myhalf3 AmbientColor;\n"
810 "uniform myhalf3 DiffuseColor;\n"
811 "uniform myhalf3 SpecularColor;\n"
812 "uniform myhalf3 Color_Pants;\n"
813 "uniform myhalf3 Color_Shirt;\n"
814 "uniform myhalf3 FogColor;\n"
815 "\n"
816 "uniform myhalf4 TintColor;\n"
817 "\n"
818 "\n"
819 "//#ifdef MODE_WATER\n"
820 "uniform vec4 DistortScaleRefractReflect;\n"
821 "uniform vec4 ScreenScaleRefractReflect;\n"
822 "uniform vec4 ScreenCenterRefractReflect;\n"
823 "uniform myhalf4 RefractColor;\n"
824 "uniform myhalf4 ReflectColor;\n"
825 "uniform myhalf ReflectFactor;\n"
826 "uniform myhalf ReflectOffset;\n"
827 "//#else\n"
828 "//# ifdef MODE_REFRACTION\n"
829 "//uniform vec4 DistortScaleRefractReflect;\n"
830 "//uniform vec4 ScreenScaleRefractReflect;\n"
831 "//uniform vec4 ScreenCenterRefractReflect;\n"
832 "//uniform myhalf4 RefractColor;\n"
833 "//#  ifdef USEREFLECTION\n"
834 "//uniform myhalf4 ReflectColor;\n"
835 "//#  endif\n"
836 "//# else\n"
837 "//#  ifdef USEREFLECTION\n"
838 "//uniform vec4 DistortScaleRefractReflect;\n"
839 "//uniform vec4 ScreenScaleRefractReflect;\n"
840 "//uniform vec4 ScreenCenterRefractReflect;\n"
841 "//uniform myhalf4 ReflectColor;\n"
842 "//#  endif\n"
843 "//# endif\n"
844 "//#endif\n"
845 "\n"
846 "uniform myhalf GlowScale;\n"
847 "uniform myhalf SceneBrightness;\n"
848 "\n"
849 "uniform float OffsetMapping_Scale;\n"
850 "uniform float OffsetMapping_Bias;\n"
851 "uniform float FogRangeRecip;\n"
852 "\n"
853 "uniform myhalf AmbientScale;\n"
854 "uniform myhalf DiffuseScale;\n"
855 "uniform myhalf SpecularScale;\n"
856 "uniform myhalf SpecularPower;\n"
857 "\n"
858 "#ifdef USEOFFSETMAPPING\n"
859 "vec2 OffsetMapping(vec2 TexCoord)\n"
860 "{\n"
861 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
862 "       // 14 sample relief mapping: linear search and then binary search\n"
863 "       // this basically steps forward a small amount repeatedly until it finds\n"
864 "       // itself inside solid, then jitters forward and back using decreasing\n"
865 "       // amounts to find the impact\n"
866 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
867 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
868 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
869 "       vec3 RT = vec3(TexCoord, 1);\n"
870 "       OffsetVector *= 0.1;\n"
871 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
872 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
873 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
881 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
882 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
883 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
884 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
885 "       return RT.xy;\n"
886 "#else\n"
887 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
888 "       // this basically moves forward the full distance, and then backs up based\n"
889 "       // on height of samples\n"
890 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
891 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
892 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
893 "       TexCoord += OffsetVector;\n"
894 "       OffsetVector *= 0.333;\n"
895 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
896 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
897 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
898 "       return TexCoord;\n"
899 "#endif\n"
900 "}\n"
901 "#endif // USEOFFSETMAPPING\n"
902 "\n"
903 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
904 "uniform vec4 ShadowMap_TextureScale;\n"
905 "uniform vec4 ShadowMap_Parameters;\n"
906 "#endif\n"
907 "\n"
908 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
909 "vec3 GetShadowMapTC2D(vec3 dir)\n"
910 "{\n"
911 "       vec3 adir = abs(dir);\n"
912 "# if 0\n"
913 "       vec2 tc;\n"
914 "       vec2 offset;\n"
915 "       float ma;\n"
916 "       if (adir.x > adir.y)\n"
917 "       {\n"
918 "               if (adir.x > adir.z)\n"
919 "               {\n"
920 "                       ma = adir.x;\n"
921 "                       if (dir.x >= 0.0)\n"
922 "                       {\n"
923 "                               // +X\n"
924 "                               tc = vec2(-dir.z, -dir.y);\n"
925 "                               offset = vec2(0.5, 0.5);\n"
926 "                       }\n"
927 "                       else\n"
928 "                       {\n"
929 "                               // -X\n"
930 "                               tc = vec2( dir.z, -dir.y);\n"
931 "                               offset = vec2(1.5, 0.5);\n"
932 "                       }\n"
933 "               }\n"
934 "               else\n"
935 "               {\n"
936 "            ma = adir.z;\n"
937 "                       if (dir.z >= 0.0)\n"
938 "                       {\n"
939 "                               // +Z\n"
940 "                               tc = vec2( dir.x, -dir.y);\n"
941 "                               offset = vec2(0.5, 2.5);\n"
942 "                       }\n"
943 "                       else\n"
944 "                       {\n"
945 "                               // -Z\n"
946 "                               tc = vec2(-dir.x, -dir.y);\n"
947 "                               offset = vec2(1.5, 2.5);\n"
948 "                       }\n"
949 "               }\n"
950 "       }\n"
951 "       else\n"
952 "       {\n"
953 "               if (adir.y > adir.z)\n"
954 "               {\n"
955 "            ma = adir.y;\n"
956 "                       if (dir.y >= 0.0)\n"
957 "                       {\n"
958 "                               // +Y\n"
959 "                               tc = vec2( dir.x,  dir.z);\n"
960 "                               offset = vec2(0.5, 1.5);\n"
961 "                       }\n"
962 "                       else\n"
963 "                       {\n"
964 "                               // -Y\n"
965 "                               tc = vec2( dir.x, -dir.z);\n"
966 "                               offset = vec2(1.5, 1.5);\n"
967 "                       }\n"
968 "               }\n"
969 "               else\n"
970 "               {\n"
971 "            ma = adir.z;\n"
972 "                       if (dir.z >= 0.0)\n"
973 "                       {\n"
974 "                               // +Z\n"
975 "                               tc = vec2(dir.x, -dir.y);\n"
976 "                               offset = vec2(0.5, 2.5);\n"
977 "                       }\n"
978 "                       else\n"
979 "                       {\n"
980 "                               // -Z\n"
981 "                               tc = vec2(-dir.x, -dir.y);\n"
982 "                               offset = vec2(1.5, 2.5);\n"
983 "                       }\n"
984 "               }\n"
985 "       }\n"
986 "\n"
987 "       return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
988 "# else\n"
989 "#  ifdef USESHADOWMAPRECT \n"
990 "    return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
991 "#  else\n"
992 "    return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
993 "#  endif\n"
994 "# endif\n"
995 "}\n"
996 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
997 "\n"
998 "#ifdef USESHADOWMAPCUBE\n"
999 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1000 "{\n"
1001 "    vec3 adir = abs(dir);\n"
1002 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1003 "}\n"
1004 "#endif\n"
1005 "\n"
1006 "#if !showshadowmap\n"
1007 "# ifdef USESHADOWMAPRECT\n"
1008 "float ShadowMapCompare(vec3 dir)\n"
1009 "{\n"
1010 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1011 "       float f;\n"
1012 "#  ifdef USESHADOWSAMPLER\n"
1013 "\n"
1014 "#    ifdef USESHADOWMAPPCF\n"
1015 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1016 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1017 "#    else\n"
1018 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1019 "#    endif\n"
1020 "\n"
1021 "#  else\n"
1022 "\n"
1023 "#    ifdef USESHADOWMAPPCF\n"
1024 "#      define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1025 "#      if 1\n"
1026 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1027 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
1028 "         row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0))),\n"
1029 "         row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0))),\n"
1030 "         row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0))),\n"
1031 "         cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1032 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1033 "#      else\n"
1034 "    vec2 offset = fract(shadowmaptc.xy);\n"
1035 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
1036 "         row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)))\n"
1037 "         row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0))),\n"
1038 "         cols = row2 + mix(row1, row3, offset.y);\n"
1039 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1040 "#      endif\n"
1041 "#    else\n"
1042 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1043 "#    endif\n"
1044 "\n"
1045 "#  endif\n"
1046 "       return f;\n"
1047 "}\n"
1048 "# endif\n"
1049 "\n"
1050 "# ifdef USESHADOWMAP2D\n"
1051 "float ShadowMapCompare(vec3 dir)\n"
1052 "{\n"
1053 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1054 "    float f;\n"
1055 "\n"
1056 "#  ifdef USESHADOWSAMPLER\n"
1057 "#    ifdef USESHADOWMAPPCF\n"
1058 "#      ifdef GL_EXT_gpu_shader4\n"
1059 "#        define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1060 "#      else\n"
1061 "#        define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r  \n"
1062 "#      endif\n"
1063 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1064 "#    else\n"
1065 "    f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1066 "#    endif\n"
1067 "#  else\n"
1068 "#    ifdef USESHADOWMAPPCF\n"
1069 "#     if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
1070 "    vec2 center = shadowmaptc.xy*ShadowMap_Texture_Scale.zw, offset = fract(center - 0.5);\n"
1071 "    vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1072 "         group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1073 "         group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0,  1.0))*ShadowMap_TextureScale.xy)),\n"
1074 "         group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0,  1.0))*ShadowMap_TextureScale.xy)),\n"
1075 "         cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
1076 "                mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
1077 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1078 "#     else\n"
1079 "#       ifdef GL_EXT_gpu_shader4\n"
1080 "    vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1081 "#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1082 "#       else\n"
1083 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1084 "#         define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r  \n"
1085 "#       endif\n"
1086 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
1087 "         row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0))),\n"
1088 "         row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0))),\n"
1089 "         row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0))),\n"
1090 "         cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1091 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1092 "#     endif\n"
1093 "#    else\n"
1094 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1095 "#    endif\n"
1096 "#  endif\n"
1097 "    return f;\n"
1098 "}\n"
1099 "# endif\n"
1100 "\n"
1101 "# ifdef USESHADOWMAPCUBE\n"
1102 "float ShadowMapCompare(vec3 dir)\n"
1103 "{\n"
1104 "    // apply depth texture cubemap as light filter\n"
1105 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1106 "    float f;\n"
1107 "#  ifdef USESHADOWSAMPLER\n"
1108 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1109 "#  else\n"
1110 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1111 "#  endif\n"
1112 "    return f;\n"
1113 "}\n"
1114 "# endif\n"
1115 "#endif\n"
1116 "\n"
1117 "#ifdef MODE_WATER\n"
1118 "\n"
1119 "// water pass\n"
1120 "void main(void)\n"
1121 "{\n"
1122 "#ifdef USEOFFSETMAPPING\n"
1123 "       // apply offsetmapping\n"
1124 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1125 "#define TexCoord TexCoordOffset\n"
1126 "#endif\n"
1127 "\n"
1128 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1129 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1130 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1131 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1132 "       // FIXME temporary hack to detect the case that the reflection\n"
1133 "       // gets blackened at edges due to leaving the area that contains actual\n"
1134 "       // content.\n"
1135 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1136 "       // 'appening.\n"
1137 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1138 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1139 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1140 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1141 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1142 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1143 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1144 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1145 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1146 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1147 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1148 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1149 "}\n"
1150 "\n"
1151 "#else // !MODE_WATER\n"
1152 "#ifdef MODE_REFRACTION\n"
1153 "\n"
1154 "// refraction pass\n"
1155 "void main(void)\n"
1156 "{\n"
1157 "#ifdef USEOFFSETMAPPING\n"
1158 "       // apply offsetmapping\n"
1159 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1160 "#define TexCoord TexCoordOffset\n"
1161 "#endif\n"
1162 "\n"
1163 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1164 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1165 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1166 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1167 "       // FIXME temporary hack to detect the case that the reflection\n"
1168 "       // gets blackened at edges due to leaving the area that contains actual\n"
1169 "       // content.\n"
1170 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1171 "       // 'appening.\n"
1172 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1173 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1174 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1175 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1176 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1177 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1178 "}\n"
1179 "\n"
1180 "#else // !MODE_REFRACTION\n"
1181 "void main(void)\n"
1182 "{\n"
1183 "#ifdef USEOFFSETMAPPING\n"
1184 "       // apply offsetmapping\n"
1185 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1186 "#define TexCoord TexCoordOffset\n"
1187 "#endif\n"
1188 "\n"
1189 "       // combine the diffuse textures (base, pants, shirt)\n"
1190 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1191 "#ifdef USECOLORMAPPING\n"
1192 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1193 "#endif\n"
1194 "#ifdef USEVERTEXTEXTUREBLEND\n"
1195 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1196 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1197 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1198 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1199 "       color.a = 1.0;\n"
1200 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1201 "#endif\n"
1202 "\n"
1203 "#ifdef USEDIFFUSE\n"
1204 "       // get the surface normal and the gloss color\n"
1205 "# ifdef USEVERTEXTEXTUREBLEND\n"
1206 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1207 "#  ifdef USESPECULAR\n"
1208 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1209 "#  endif\n"
1210 "# else\n"
1211 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1212 "#  ifdef USESPECULAR\n"
1213 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1214 "#  endif\n"
1215 "# endif\n"
1216 "#endif\n"
1217 "\n"
1218 "\n"
1219 "\n"
1220 "#ifdef MODE_LIGHTSOURCE\n"
1221 "       // light source\n"
1222 "\n"
1223 "       // calculate surface normal, light normal, and specular normal\n"
1224 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1225 "       // scale by light color and attenuation as efficiently as possible\n"
1226 "       // (do as much scalar math as possible rather than vector math)\n"
1227 "# ifdef USEDIFFUSE\n"
1228 "       // get the light normal\n"
1229 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1230 "# endif\n"
1231 "# ifdef USESPECULAR\n"
1232 "#  ifndef USEEXACTSPECULARMATH\n"
1233 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1234 "\n"
1235 "#  endif\n"
1236 "       // calculate directional shading\n"
1237 "#  ifdef USEEXACTSPECULARMATH\n"
1238 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1239 "#  else\n"
1240 "       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"
1241 "#  endif\n"
1242 "# else\n"
1243 "#  ifdef USEDIFFUSE\n"
1244 "       // calculate directional shading\n"
1245 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1246 "#  else\n"
1247 "       // calculate directionless shading\n"
1248 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1249 "#  endif\n"
1250 "# endif\n"
1251 "\n"
1252 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1253 "#if !showshadowmap\n"
1254 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1255 "#endif\n"
1256 "#endif\n"
1257 "\n"
1258 "# ifdef USECUBEFILTER\n"
1259 "       // apply light cubemap filter\n"
1260 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1261 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1262 "# endif\n"
1263 "#endif // MODE_LIGHTSOURCE\n"
1264 "\n"
1265 "\n"
1266 "\n"
1267 "\n"
1268 "#ifdef MODE_LIGHTDIRECTION\n"
1269 "       // directional model lighting\n"
1270 "# ifdef USEDIFFUSE\n"
1271 "       // get the light normal\n"
1272 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1273 "# endif\n"
1274 "# ifdef USESPECULAR\n"
1275 "       // calculate directional shading\n"
1276 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1277 "#  ifdef USEEXACTSPECULARMATH\n"
1278 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1279 "#  else\n"
1280 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1281 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1282 "#  endif\n"
1283 "# else\n"
1284 "#  ifdef USEDIFFUSE\n"
1285 "\n"
1286 "       // calculate directional shading\n"
1287 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1288 "#  else\n"
1289 "       color.rgb *= AmbientColor;\n"
1290 "#  endif\n"
1291 "# endif\n"
1292 "#endif // MODE_LIGHTDIRECTION\n"
1293 "\n"
1294 "\n"
1295 "\n"
1296 "\n"
1297 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1298 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1299 "\n"
1300 "       // get the light normal\n"
1301 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1302 "       myhalf3 diffusenormal;\n"
1303 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1304 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1305 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1306 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1307 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1308 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1309 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1310 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1311 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1312 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1313 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1314 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1315 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1316 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1317 "# ifdef USESPECULAR\n"
1318 "#  ifdef USEEXACTSPECULARMATH\n"
1319 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1320 "#  else\n"
1321 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1322 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1323 "#  endif\n"
1324 "# endif\n"
1325 "\n"
1326 "       // apply lightmap color\n"
1327 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1328 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1329 "\n"
1330 "\n"
1331 "\n"
1332 "\n"
1333 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1334 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1335 "\n"
1336 "       // get the light normal\n"
1337 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1338 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1339 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1340 "# ifdef USESPECULAR\n"
1341 "#  ifdef USEEXACTSPECULARMATH\n"
1342 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1343 "#  else\n"
1344 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1345 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1346 "#  endif\n"
1347 "# endif\n"
1348 "\n"
1349 "       // apply lightmap color\n"
1350 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1351 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1352 "\n"
1353 "\n"
1354 "\n"
1355 "\n"
1356 "#ifdef MODE_LIGHTMAP\n"
1357 "       // apply lightmap color\n"
1358 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1359 "#endif // MODE_LIGHTMAP\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "#ifdef MODE_VERTEXCOLOR\n"
1365 "       // apply lightmap color\n"
1366 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1367 "#endif // MODE_VERTEXCOLOR\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "#ifdef MODE_FLATCOLOR\n"
1373 "#endif // MODE_FLATCOLOR\n"
1374 "\n"
1375 "\n"
1376 "\n"
1377 "\n"
1378 "\n"
1379 "\n"
1380 "\n"
1381 "       color *= TintColor;\n"
1382 "\n"
1383 "#ifdef USEGLOW\n"
1384 "#ifdef USEVERTEXTEXTUREBLEND\n"
1385 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1386 "#else\n"
1387 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1388 "#endif\n"
1389 "#endif\n"
1390 "\n"
1391 "       color.rgb *= SceneBrightness;\n"
1392 "\n"
1393 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1394 "#ifdef USEFOG\n"
1395 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1396 "#endif\n"
1397 "\n"
1398 "       // 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"
1399 "#ifdef USEREFLECTION\n"
1400 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1401 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1402 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1403 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1404 "       // FIXME temporary hack to detect the case that the reflection\n"
1405 "       // gets blackened at edges due to leaving the area that contains actual\n"
1406 "       // content.\n"
1407 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1408 "       // 'appening.\n"
1409 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1410 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1411 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1412 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1413 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1414 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1415 "#endif\n"
1416 "\n"
1417 "       gl_FragColor = vec4(color);\n"
1418 "\n"
1419 "#if showshadowmap\n"
1420 "# ifdef USESHADOWMAPRECT\n"
1421 "#  ifdef USESHADOWSAMPLER\n"
1422 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1423 "#  else\n"
1424 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1425 "#  endif\n"
1426 "# endif\n"
1427 "# ifdef USESHADOWMAP2D\n"
1428 "#  ifdef USESHADOWSAMPLER\n"
1429 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1430 "#  else\n"
1431 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1432 "#  endif\n"
1433 "# endif\n"
1434 "\n"
1435 "# ifdef USESHADOWMAPCUBE\n"
1436 "#  ifdef USESHADOWSAMPLER\n"
1437 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1438 "#  else\n"
1439 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1440 "#  endif\n"
1441 "# endif\n"
1442 "#endif\n"
1443 "}\n"
1444 "#endif // !MODE_REFRACTION\n"
1445 "#endif // !MODE_WATER\n"
1446 "\n"
1447 "#endif // FRAGMENT_SHADER\n"
1448 "\n"
1449 "#endif // !MODE_GENERIC\n"
1450 "#endif // !MODE_POSTPROCESS\n"
1451 "#endif // !MODE_SHOWDEPTH\n"
1452 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1453 ;
1454
1455 typedef struct shaderpermutationinfo_s
1456 {
1457         const char *pretext;
1458         const char *name;
1459 }
1460 shaderpermutationinfo_t;
1461
1462 typedef struct shadermodeinfo_s
1463 {
1464         const char *vertexfilename;
1465         const char *geometryfilename;
1466         const char *fragmentfilename;
1467         const char *pretext;
1468         const char *name;
1469 }
1470 shadermodeinfo_t;
1471
1472 typedef enum shaderpermutation_e
1473 {
1474         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1475         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1476         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1477         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1478         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1479         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1480         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1481         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1482         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1483         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1484         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1485         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1486         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1487         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1488         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1489         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1490         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1491         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1492         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1493         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1494         SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1495         SHADERPERMUTATION_LIMIT = 1<<16, ///< size of permutations array
1496         SHADERPERMUTATION_COUNT = 16 ///< size of shaderpermutationinfo array
1497 }
1498 shaderpermutation_t;
1499
1500 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1501 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1502 {
1503         {"#define USEDIFFUSE\n", " diffuse"},
1504         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1505         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1506         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1507         {"#define USECUBEFILTER\n", " cubefilter"},
1508         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1509         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1510         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1511         {"#define USEREFLECTION\n", " reflection"},
1512         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1513         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1514         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1515         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1516         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1517         {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1518         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1519 };
1520
1521 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1522 typedef enum shadermode_e
1523 {
1524         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1525         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1526         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1527         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1528         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1529         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1530         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1531         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1532         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1533         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1534         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1535         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1536         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1537         SHADERMODE_COUNT
1538 }
1539 shadermode_t;
1540
1541 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1542 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1543 {
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1546         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1547         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1548         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1549         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1550         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1551         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1552         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1553         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1554         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1555         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1556         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1557 };
1558
1559 struct r_glsl_permutation_s;
1560 typedef struct r_glsl_permutation_s
1561 {
1562         /// hash lookup data
1563         struct r_glsl_permutation_s *hashnext;
1564         unsigned int mode;
1565         unsigned int permutation;
1566
1567         /// indicates if we have tried compiling this permutation already
1568         qboolean compiled;
1569         /// 0 if compilation failed
1570         int program;
1571         /// locations of detected uniforms in program object, or -1 if not found
1572         int loc_Texture_First;
1573         int loc_Texture_Second;
1574         int loc_Texture_GammaRamps;
1575         int loc_Texture_Normal;
1576         int loc_Texture_Color;
1577         int loc_Texture_Gloss;
1578         int loc_Texture_Glow;
1579         int loc_Texture_SecondaryNormal;
1580         int loc_Texture_SecondaryColor;
1581         int loc_Texture_SecondaryGloss;
1582         int loc_Texture_SecondaryGlow;
1583         int loc_Texture_Pants;
1584         int loc_Texture_Shirt;
1585         int loc_Texture_FogMask;
1586         int loc_Texture_Lightmap;
1587         int loc_Texture_Deluxemap;
1588         int loc_Texture_Attenuation;
1589         int loc_Texture_Cube;
1590         int loc_Texture_Refraction;
1591         int loc_Texture_Reflection;
1592         int loc_Texture_ShadowMapRect;
1593         int loc_Texture_ShadowMapCube;
1594         int loc_Texture_ShadowMap2D;
1595         int loc_Texture_CubeProjection;
1596         int loc_FogColor;
1597         int loc_LightPosition;
1598         int loc_EyePosition;
1599         int loc_Color_Pants;
1600         int loc_Color_Shirt;
1601         int loc_FogRangeRecip;
1602         int loc_AmbientScale;
1603         int loc_DiffuseScale;
1604         int loc_SpecularScale;
1605         int loc_SpecularPower;
1606         int loc_GlowScale;
1607         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1608         int loc_OffsetMapping_Scale;
1609         int loc_TintColor;
1610         int loc_AmbientColor;
1611         int loc_DiffuseColor;
1612         int loc_SpecularColor;
1613         int loc_LightDir;
1614         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1615         int loc_GammaCoeff; ///< 1 / gamma
1616         int loc_DistortScaleRefractReflect;
1617         int loc_ScreenScaleRefractReflect;
1618         int loc_ScreenCenterRefractReflect;
1619         int loc_RefractColor;
1620         int loc_ReflectColor;
1621         int loc_ReflectFactor;
1622         int loc_ReflectOffset;
1623         int loc_UserVec1;
1624         int loc_UserVec2;
1625         int loc_UserVec3;
1626         int loc_UserVec4;
1627         int loc_ClientTime;
1628         int loc_PixelSize;
1629         int loc_Saturation;
1630         int loc_ShadowMap_TextureScale;
1631         int loc_ShadowMap_Parameters;
1632 }
1633 r_glsl_permutation_t;
1634
1635 #define SHADERPERMUTATION_HASHSIZE 4096
1636
1637 /// information about each possible shader permutation
1638 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1639 /// currently selected permutation
1640 r_glsl_permutation_t *r_glsl_permutation;
1641 /// storage for permutations linked in the hash table
1642 memexpandablearray_t r_glsl_permutationarray;
1643
1644 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1645 {
1646         //unsigned int hashdepth = 0;
1647         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1648         r_glsl_permutation_t *p;
1649         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1650         {
1651                 if (p->mode == mode && p->permutation == permutation)
1652                 {
1653                         //if (hashdepth > 10)
1654                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1655                         return p;
1656                 }
1657                 //hashdepth++;
1658         }
1659         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1660         p->mode = mode;
1661         p->permutation = permutation;
1662         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1663         r_glsl_permutationhash[mode][hashindex] = p;
1664         //if (hashdepth > 10)
1665         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1666         return p;
1667 }
1668
1669 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1670 {
1671         char *shaderstring;
1672         if (!filename || !filename[0])
1673                 return NULL;
1674         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1675         if (shaderstring)
1676         {
1677                 if (printfromdisknotice)
1678                         Con_DPrint("from disk... ");
1679                 return shaderstring;
1680         }
1681         else if (!strcmp(filename, "glsl/default.glsl"))
1682         {
1683                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1684                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1685         }
1686         return shaderstring;
1687 }
1688
1689 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1690 {
1691         int i;
1692         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1693         int vertstrings_count = 0;
1694         int geomstrings_count = 0;
1695         int fragstrings_count = 0;
1696         char *vertexstring, *geometrystring, *fragmentstring;
1697         const char *vertstrings_list[32+3];
1698         const char *geomstrings_list[32+3];
1699         const char *fragstrings_list[32+3];
1700         char permutationname[256];
1701
1702         if (p->compiled)
1703                 return;
1704         p->compiled = true;
1705         p->program = 0;
1706
1707         permutationname[0] = 0;
1708         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1709         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1710         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1711
1712         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1713
1714         // the first pretext is which type of shader to compile as
1715         // (later these will all be bound together as a program object)
1716         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1717         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1718         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1719
1720         // the second pretext is the mode (for example a light source)
1721         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1722         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1723         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1724         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1725
1726         // now add all the permutation pretexts
1727         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1728         {
1729                 if (permutation & (1<<i))
1730                 {
1731                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1732                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1733                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1734                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1735                 }
1736                 else
1737                 {
1738                         // keep line numbers correct
1739                         vertstrings_list[vertstrings_count++] = "\n";
1740                         geomstrings_list[geomstrings_count++] = "\n";
1741                         fragstrings_list[fragstrings_count++] = "\n";
1742                 }
1743         }
1744
1745         // now append the shader text itself
1746         vertstrings_list[vertstrings_count++] = vertexstring;
1747         geomstrings_list[geomstrings_count++] = geometrystring;
1748         fragstrings_list[fragstrings_count++] = fragmentstring;
1749
1750         // if any sources were NULL, clear the respective list
1751         if (!vertexstring)
1752                 vertstrings_count = 0;
1753         if (!geometrystring)
1754                 geomstrings_count = 0;
1755         if (!fragmentstring)
1756                 fragstrings_count = 0;
1757
1758         // compile the shader program
1759         if (vertstrings_count + geomstrings_count + fragstrings_count)
1760                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1761         if (p->program)
1762         {
1763                 CHECKGLERROR
1764                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1765                 // look up all the uniform variable names we care about, so we don't
1766                 // have to look them up every time we set them
1767                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1768                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1769                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1770                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1771                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1772                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1773                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1774                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1775                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1776                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1777                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1778                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1779                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1780                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1781                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1782                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1783                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1784                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1785                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1786                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1787                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1788                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1789                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1790                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1791                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1792                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1793                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1794                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1795                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1796                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1797                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1798                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1799                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1800                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1801                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1802                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1803                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1804                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1805                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1806                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1807                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1808                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1809                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1810                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1811                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1812                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1813                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1814                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1815                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1816                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1817                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1818                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1819                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1820                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1821                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1822                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1823                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1824                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1825                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1826                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1827                 // initialize the samplers to refer to the texture units we use
1828                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1829                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1830                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1831                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1832                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1833                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1834                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1835                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1836                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1837                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1838                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1839                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1840                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1841                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1842                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1843                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1844                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1845                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1846                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1847                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1848                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1849                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1850                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1851                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1852                 CHECKGLERROR
1853                 if (developer.integer)
1854                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1855         }
1856         else
1857                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1858
1859         // free the strings
1860         if (vertexstring)
1861                 Mem_Free(vertexstring);
1862         if (geometrystring)
1863                 Mem_Free(geometrystring);
1864         if (fragmentstring)
1865                 Mem_Free(fragmentstring);
1866 }
1867
1868 void R_GLSL_Restart_f(void)
1869 {
1870         unsigned int i, limit;
1871         r_glsl_permutation_t *p;
1872         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1873         for (i = 0;i < limit;i++)
1874         {
1875                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1876                 {
1877                         GL_Backend_FreeProgram(p->program);
1878                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1879                 }
1880         }
1881         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1882 }
1883
1884 void R_GLSL_DumpShader_f(void)
1885 {
1886         int i;
1887
1888         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1889         if(!file)
1890         {
1891                 Con_Printf("failed to write to glsl/default.glsl\n");
1892                 return;
1893         }
1894
1895         FS_Print(file, "/* The engine may define the following macros:\n");
1896         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1897         for (i = 0;i < SHADERMODE_COUNT;i++)
1898                 FS_Print(file, shadermodeinfo[i].pretext);
1899         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1900                 FS_Print(file, shaderpermutationinfo[i].pretext);
1901         FS_Print(file, "*/\n");
1902         FS_Print(file, builtinshaderstring);
1903         FS_Close(file);
1904
1905         Con_Printf("glsl/default.glsl written\n");
1906 }
1907
1908 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1909 {
1910         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1911         if (r_glsl_permutation != perm)
1912         {
1913                 r_glsl_permutation = perm;
1914                 if (!r_glsl_permutation->program)
1915                 {
1916                         if (!r_glsl_permutation->compiled)
1917                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1918                         if (!r_glsl_permutation->program)
1919                         {
1920                                 // remove features until we find a valid permutation
1921                                 int i;
1922                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1923                                 {
1924                                         // reduce i more quickly whenever it would not remove any bits
1925                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1926                                         if (!(permutation & j))
1927                                                 continue;
1928                                         permutation -= j;
1929                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1930                                         if (!r_glsl_permutation->compiled)
1931                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1932                                         if (r_glsl_permutation->program)
1933                                                 break;
1934                                 }
1935                                 if (i >= SHADERPERMUTATION_COUNT)
1936                                 {
1937                                         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");
1938                                         Cvar_SetValueQuick(&r_glsl, 0);
1939                                         R_GLSL_Restart_f(); // unload shaders
1940                                         return; // no bit left to clear
1941                                 }
1942                         }
1943                 }
1944                 CHECKGLERROR
1945                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1946         }
1947 }
1948
1949 void R_SetupGenericShader(qboolean usetexture)
1950 {
1951         if (gl_support_fragment_shader)
1952         {
1953                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1954                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1955                 else if (r_glsl_permutation)
1956                 {
1957                         r_glsl_permutation = NULL;
1958                         qglUseProgramObjectARB(0);CHECKGLERROR
1959                 }
1960         }
1961 }
1962
1963 void R_SetupGenericTwoTextureShader(int texturemode)
1964 {
1965         if (gl_support_fragment_shader)
1966         {
1967                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1968                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1969                 else if (r_glsl_permutation)
1970                 {
1971                         r_glsl_permutation = NULL;
1972                         qglUseProgramObjectARB(0);CHECKGLERROR
1973                 }
1974         }
1975         if (!r_glsl_permutation)
1976         {
1977                 if (texturemode == GL_DECAL && gl_combine.integer)
1978                         texturemode = GL_INTERPOLATE_ARB;
1979                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1980         }
1981 }
1982
1983 void R_SetupDepthOrShadowShader(void)
1984 {
1985         if (gl_support_fragment_shader)
1986         {
1987                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1988                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1989                 else if (r_glsl_permutation)
1990                 {
1991                         r_glsl_permutation = NULL;
1992                         qglUseProgramObjectARB(0);CHECKGLERROR
1993                 }
1994         }
1995 }
1996
1997 void R_SetupShowDepthShader(void)
1998 {
1999         if (gl_support_fragment_shader)
2000         {
2001                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2002                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2003                 else if (r_glsl_permutation)
2004                 {
2005                         r_glsl_permutation = NULL;
2006                         qglUseProgramObjectARB(0);CHECKGLERROR
2007                 }
2008         }
2009 }
2010
2011 extern rtexture_t *r_shadow_attenuationgradienttexture;
2012 extern rtexture_t *r_shadow_attenuation2dtexture;
2013 extern rtexture_t *r_shadow_attenuation3dtexture;
2014 extern qboolean r_shadow_usingshadowmaprect;
2015 extern qboolean r_shadow_usingshadowmapcube;
2016 extern qboolean r_shadow_usingshadowmap2d;
2017 extern float r_shadow_shadowmap_texturescale[4];
2018 extern float r_shadow_shadowmap_parameters[4];
2019 extern int r_shadow_shadowmode;
2020 extern int r_shadow_shadowmapfilter;
2021 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2022 {
2023         // select a permutation of the lighting shader appropriate to this
2024         // combination of texture, entity, light source, and fogging, only use the
2025         // minimum features necessary to avoid wasting rendering time in the
2026         // fragment shader on features that are not being used
2027         unsigned int permutation = 0;
2028         unsigned int mode = 0;
2029         // TODO: implement geometry-shader based shadow volumes someday
2030         if (r_glsl_offsetmapping.integer)
2031         {
2032                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2033                 if (r_glsl_offsetmapping_reliefmapping.integer)
2034                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2035         }
2036         if (rsurfacepass == RSURFPASS_BACKGROUND)
2037         {
2038                 // distorted background
2039                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2040                         mode = SHADERMODE_WATER;
2041                 else
2042                         mode = SHADERMODE_REFRACTION;
2043         }
2044         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2045         {
2046                 // light source
2047                 mode = SHADERMODE_LIGHTSOURCE;
2048                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2049                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2050                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2051                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2052                 if (diffusescale > 0)
2053                         permutation |= SHADERPERMUTATION_DIFFUSE;
2054                 if (specularscale > 0)
2055                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2056                 if (r_refdef.fogenabled)
2057                         permutation |= SHADERPERMUTATION_FOG;
2058                 if (rsurface.texture->colormapping)
2059                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2060                 if (r_shadow_usingshadowmaprect)
2061                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2062                 if (r_shadow_usingshadowmapcube)
2063                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2064                 if (r_shadow_usingshadowmap2d)
2065                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2066                 if (r_shadow_shadowmapfilter == 3)
2067                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2068                 else if (r_shadow_shadowmapfilter == 2)
2069                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2070                 else if (r_shadow_shadowmapfilter == 1)
2071                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2072         }
2073         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2074         {
2075                 // unshaded geometry (fullbright or ambient model lighting)
2076                 mode = SHADERMODE_FLATCOLOR;
2077                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080                         permutation |= SHADERPERMUTATION_GLOW;
2081                 if (r_refdef.fogenabled)
2082                         permutation |= SHADERPERMUTATION_FOG;
2083                 if (rsurface.texture->colormapping)
2084                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2085                 if (r_glsl_offsetmapping.integer)
2086                 {
2087                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088                         if (r_glsl_offsetmapping_reliefmapping.integer)
2089                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2090                 }
2091                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092                         permutation |= SHADERPERMUTATION_REFLECTION;
2093         }
2094         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2095         {
2096                 // directional model lighting
2097                 mode = SHADERMODE_LIGHTDIRECTION;
2098                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101                         permutation |= SHADERPERMUTATION_GLOW;
2102                 permutation |= SHADERPERMUTATION_DIFFUSE;
2103                 if (specularscale > 0)
2104                         permutation |= SHADERPERMUTATION_SPECULAR;
2105                 if (r_refdef.fogenabled)
2106                         permutation |= SHADERPERMUTATION_FOG;
2107                 if (rsurface.texture->colormapping)
2108                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2109                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110                         permutation |= SHADERPERMUTATION_REFLECTION;
2111         }
2112         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2113         {
2114                 // ambient model lighting
2115                 mode = SHADERMODE_LIGHTDIRECTION;
2116                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119                         permutation |= SHADERPERMUTATION_GLOW;
2120                 if (r_refdef.fogenabled)
2121                         permutation |= SHADERPERMUTATION_FOG;
2122                 if (rsurface.texture->colormapping)
2123                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2124                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125                         permutation |= SHADERPERMUTATION_REFLECTION;
2126         }
2127         else
2128         {
2129                 // lightmapped wall
2130                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2131                 {
2132                         // deluxemapping (light direction texture)
2133                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2135                         else
2136                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137                         permutation |= SHADERPERMUTATION_DIFFUSE;
2138                         if (specularscale > 0)
2139                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2140                 }
2141                 else if (r_glsl_deluxemapping.integer >= 2)
2142                 {
2143                         // fake deluxemapping (uniform light direction in tangentspace)
2144                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145                         permutation |= SHADERPERMUTATION_DIFFUSE;
2146                         if (specularscale > 0)
2147                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2148                 }
2149                 else if (rsurface.uselightmaptexture)
2150                 {
2151                         // ordinary lightmapping (q1bsp, q3bsp)
2152                         mode = SHADERMODE_LIGHTMAP;
2153                 }
2154                 else
2155                 {
2156                         // ordinary vertex coloring (q3bsp)
2157                         mode = SHADERMODE_VERTEXCOLOR;
2158                 }
2159                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162                         permutation |= SHADERPERMUTATION_GLOW;
2163                 if (r_refdef.fogenabled)
2164                         permutation |= SHADERPERMUTATION_FOG;
2165                 if (rsurface.texture->colormapping)
2166                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2167                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168                         permutation |= SHADERPERMUTATION_REFLECTION;
2169         }
2170         if(permutation & SHADERPERMUTATION_SPECULAR)
2171                 if(r_shadow_glossexact.integer)
2172                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173         R_SetupShader_SetPermutation(mode, permutation);
2174         if (mode == SHADERMODE_LIGHTSOURCE)
2175         {
2176                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2178                 {
2179                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2183                 }
2184                 else
2185                 {
2186                         // ambient only is simpler
2187                         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]);
2188                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2191                 }
2192                 // additive passes are only darkened by fog, not tinted
2193                 if (r_glsl_permutation->loc_FogColor >= 0)
2194                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2196                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2197         }
2198         else
2199         {
2200                 if (mode == SHADERMODE_LIGHTDIRECTION)
2201                 {
2202                         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);
2203                         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);
2204                         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);
2205                         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]);
2206                 }
2207                 else
2208                 {
2209                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2212                 }
2213                 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]);
2214                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2215                 // additive passes are only darkened by fog, not tinted
2216                 if (r_glsl_permutation->loc_FogColor >= 0)
2217                 {
2218                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2220                         else
2221                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2222                 }
2223                 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);
2224                 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]);
2225                 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]);
2226                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2230         }
2231         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233         if (r_glsl_permutation->loc_Color_Pants >= 0)
2234         {
2235                 if (rsurface.texture->currentskinframe->pants)
2236                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2237                 else
2238                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2239         }
2240         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2241         {
2242                 if (rsurface.texture->currentskinframe->shirt)
2243                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2244                 else
2245                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2246         }
2247         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2249         {
2250                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2251         }
2252         else
2253         {
2254                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2255         }
2256         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2257         CHECKGLERROR
2258 }
2259
2260 #define SKINFRAME_HASH 1024
2261
2262 typedef struct
2263 {
2264         int loadsequence; // incremented each level change
2265         memexpandablearray_t array;
2266         skinframe_t *hash[SKINFRAME_HASH];
2267 }
2268 r_skinframe_t;
2269 r_skinframe_t r_skinframe;
2270
2271 void R_SkinFrame_PrepareForPurge(void)
2272 {
2273         r_skinframe.loadsequence++;
2274         // wrap it without hitting zero
2275         if (r_skinframe.loadsequence >= 200)
2276                 r_skinframe.loadsequence = 1;
2277 }
2278
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2280 {
2281         if (!skinframe)
2282                 return;
2283         // mark the skinframe as used for the purging code
2284         skinframe->loadsequence = r_skinframe.loadsequence;
2285 }
2286
2287 void R_SkinFrame_Purge(void)
2288 {
2289         int i;
2290         skinframe_t *s;
2291         for (i = 0;i < SKINFRAME_HASH;i++)
2292         {
2293                 for (s = r_skinframe.hash[i];s;s = s->next)
2294                 {
2295                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2296                         {
2297                                 if (s->merged == s->base)
2298                                         s->merged = NULL;
2299                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2301                                 R_PurgeTexture(s->merged);s->merged = NULL;
2302                                 R_PurgeTexture(s->base  );s->base   = NULL;
2303                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2304                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2305                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2306                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2307                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2308                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2309                                 s->loadsequence = 0;
2310                         }
2311                 }
2312         }
2313 }
2314
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2316         skinframe_t *item;
2317         char basename[MAX_QPATH];
2318
2319         Image_StripImageExtension(name, basename, sizeof(basename));
2320
2321         if( last == NULL ) {
2322                 int hashindex;
2323                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324                 item = r_skinframe.hash[hashindex];
2325         } else {
2326                 item = last->next;
2327         }
2328
2329         // linearly search through the hash bucket
2330         for( ; item ; item = item->next ) {
2331                 if( !strcmp( item->basename, basename ) ) {
2332                         return item;
2333                 }
2334         }
2335         return NULL;
2336 }
2337
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2339 {
2340         skinframe_t *item;
2341         int hashindex;
2342         char basename[MAX_QPATH];
2343
2344         Image_StripImageExtension(name, basename, sizeof(basename));
2345
2346         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2349                         break;
2350
2351         if (!item) {
2352                 rtexture_t *dyntexture;
2353                 // check whether its a dynamic texture
2354                 dyntexture = CL_GetDynTexture( basename );
2355                 if (!add && !dyntexture)
2356                         return NULL;
2357                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358                 memset(item, 0, sizeof(*item));
2359                 strlcpy(item->basename, basename, sizeof(item->basename));
2360                 item->base = dyntexture; // either NULL or dyntexture handle
2361                 item->textureflags = textureflags;
2362                 item->comparewidth = comparewidth;
2363                 item->compareheight = compareheight;
2364                 item->comparecrc = comparecrc;
2365                 item->next = r_skinframe.hash[hashindex];
2366                 r_skinframe.hash[hashindex] = item;
2367         }
2368         else if( item->base == NULL )
2369         {
2370                 rtexture_t *dyntexture;
2371                 // check whether its a dynamic texture
2372                 // 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]
2373                 dyntexture = CL_GetDynTexture( basename );
2374                 item->base = dyntexture; // either NULL or dyntexture handle
2375         }
2376
2377         R_SkinFrame_MarkUsed(item);
2378         return item;
2379 }
2380
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2382         { \
2383                 unsigned long long avgcolor[5], wsum; \
2384                 int pix, comp, w; \
2385                 avgcolor[0] = 0; \
2386                 avgcolor[1] = 0; \
2387                 avgcolor[2] = 0; \
2388                 avgcolor[3] = 0; \
2389                 avgcolor[4] = 0; \
2390                 wsum = 0; \
2391                 for(pix = 0; pix < cnt; ++pix) \
2392                 { \
2393                         w = 0; \
2394                         for(comp = 0; comp < 3; ++comp) \
2395                                 w += getpixel; \
2396                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2397                         { \
2398                                 ++wsum; \
2399                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2400                                 w = getpixel; \
2401                                 for(comp = 0; comp < 3; ++comp) \
2402                                         avgcolor[comp] += getpixel * w; \
2403                                 avgcolor[3] += w; \
2404                         } \
2405                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406                         avgcolor[4] += getpixel; \
2407                 } \
2408                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2409                         avgcolor[3] = 1; \
2410                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2414         }
2415
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2417 {
2418         // FIXME: it should be possible to disable loading various layers using
2419         // cvars, to prevent wasted loading time and memory usage if the user does
2420         // not want them
2421         qboolean loadnormalmap = true;
2422         qboolean loadgloss = true;
2423         qboolean loadpantsandshirt = true;
2424         qboolean loadglow = true;
2425         int j;
2426         unsigned char *pixels;
2427         unsigned char *bumppixels;
2428         unsigned char *basepixels = NULL;
2429         int basepixels_width;
2430         int basepixels_height;
2431         skinframe_t *skinframe;
2432
2433         *has_alpha = false;
2434
2435         if (cls.state == ca_dedicated)
2436                 return NULL;
2437
2438         // return an existing skinframe if already loaded
2439         // if loading of the first image fails, don't make a new skinframe as it
2440         // would cause all future lookups of this to be missing
2441         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442         if (skinframe && skinframe->base)
2443                 return skinframe;
2444
2445         basepixels = loadimagepixelsbgra(name, complain, true);
2446         if (basepixels == NULL)
2447                 return NULL;
2448
2449         if (developer_loading.integer)
2450                 Con_Printf("loading skin \"%s\"\n", name);
2451
2452         // we've got some pixels to store, so really allocate this new texture now
2453         if (!skinframe)
2454                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455         skinframe->stain = NULL;
2456         skinframe->merged = NULL;
2457         skinframe->base = r_texture_notexture;
2458         skinframe->pants = NULL;
2459         skinframe->shirt = NULL;
2460         skinframe->nmap = r_texture_blanknormalmap;
2461         skinframe->gloss = NULL;
2462         skinframe->glow = NULL;
2463         skinframe->fog = NULL;
2464
2465         basepixels_width = image_width;
2466         basepixels_height = image_height;
2467         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);
2468
2469         if (textureflags & TEXF_ALPHA)
2470         {
2471                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472                         if (basepixels[j] < 255)
2473                                 break;
2474                 if (j < basepixels_width * basepixels_height * 4)
2475                 {
2476                         // has transparent pixels
2477                         *has_alpha = true;
2478                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479                         for (j = 0;j < image_width * image_height * 4;j += 4)
2480                         {
2481                                 pixels[j+0] = 255;
2482                                 pixels[j+1] = 255;
2483                                 pixels[j+2] = 255;
2484                                 pixels[j+3] = basepixels[j+3];
2485                         }
2486                         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);
2487                         Mem_Free(pixels);
2488                 }
2489         }
2490
2491         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2493
2494         // _norm is the name used by tenebrae and has been adopted as standard
2495         if (loadnormalmap)
2496         {
2497                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2498                 {
2499                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2500                         Mem_Free(pixels);
2501                         pixels = NULL;
2502                 }
2503                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2504                 {
2505                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2508                         Mem_Free(pixels);
2509                         Mem_Free(bumppixels);
2510                 }
2511                 else if (r_shadow_bumpscale_basetexture.value > 0)
2512                 {
2513                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2516                         Mem_Free(pixels);
2517                 }
2518         }
2519         // _luma is supported for tenebrae compatibility
2520         // (I think it's a very stupid name, but oh well)
2521         // _glow is the preferred name
2522         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;}
2523         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;}
2524         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;}
2525         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;}
2526
2527         if (basepixels)
2528                 Mem_Free(basepixels);
2529
2530         return skinframe;
2531 }
2532
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2534 {
2535         qboolean has_alpha;
2536         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2537 }
2538
2539 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)
2540 {
2541         int i;
2542         if (!force)
2543         {
2544                 for (i = 0;i < width*height;i++)
2545                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2546                                 break;
2547                 if (i == width*height)
2548                         return NULL;
2549         }
2550         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2551 }
2552
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2555 {
2556         int i;
2557         unsigned char *temp1, *temp2;
2558         skinframe_t *skinframe;
2559
2560         if (cls.state == ca_dedicated)
2561                 return NULL;
2562
2563         // if already loaded just return it, otherwise make a new skinframe
2564         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565         if (skinframe && skinframe->base)
2566                 return skinframe;
2567
2568         skinframe->stain = NULL;
2569         skinframe->merged = NULL;
2570         skinframe->base = r_texture_notexture;
2571         skinframe->pants = NULL;
2572         skinframe->shirt = NULL;
2573         skinframe->nmap = r_texture_blanknormalmap;
2574         skinframe->gloss = NULL;
2575         skinframe->glow = NULL;
2576         skinframe->fog = NULL;
2577
2578         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2579         if (!skindata)
2580                 return NULL;
2581
2582         if (developer_loading.integer)
2583                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2584
2585         if (r_shadow_bumpscale_basetexture.value > 0)
2586         {
2587                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588                 temp2 = temp1 + width * height * 4;
2589                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2591                 Mem_Free(temp1);
2592         }
2593         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594         if (textureflags & TEXF_ALPHA)
2595         {
2596                 for (i = 3;i < width * height * 4;i += 4)
2597                         if (skindata[i] < 255)
2598                                 break;
2599                 if (i < width * height * 4)
2600                 {
2601                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602                         memcpy(fogpixels, skindata, width * height * 4);
2603                         for (i = 0;i < width * height * 4;i += 4)
2604                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606                         Mem_Free(fogpixels);
2607                 }
2608         }
2609
2610         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2612
2613         return skinframe;
2614 }
2615
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2617 {
2618         int i;
2619         unsigned char *temp1, *temp2;
2620         unsigned int *palette;
2621         skinframe_t *skinframe;
2622
2623         if (cls.state == ca_dedicated)
2624                 return NULL;
2625
2626         // if already loaded just return it, otherwise make a new skinframe
2627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628         if (skinframe && skinframe->base)
2629                 return skinframe;
2630
2631         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2632
2633         skinframe->stain = NULL;
2634         skinframe->merged = NULL;
2635         skinframe->base = r_texture_notexture;
2636         skinframe->pants = NULL;
2637         skinframe->shirt = NULL;
2638         skinframe->nmap = r_texture_blanknormalmap;
2639         skinframe->gloss = NULL;
2640         skinframe->glow = NULL;
2641         skinframe->fog = NULL;
2642
2643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2644         if (!skindata)
2645                 return NULL;
2646
2647         if (developer_loading.integer)
2648                 Con_Printf("loading quake skin \"%s\"\n", name);
2649
2650         if (r_shadow_bumpscale_basetexture.value > 0)
2651         {
2652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653                 temp2 = temp1 + width * height * 4;
2654                 // use either a custom palette or the quake palette
2655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2658                 Mem_Free(temp1);
2659         }
2660         // use either a custom palette, or the quake palette
2661         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662         if (loadglowtexture)
2663                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664         if (loadpantsandshirt)
2665         {
2666                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2668         }
2669         if (skinframe->pants || skinframe->shirt)
2670                 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
2671         if (textureflags & TEXF_ALPHA)
2672         {
2673                 for (i = 0;i < width * height;i++)
2674                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2675                                 break;
2676                 if (i < width * height)
2677                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2678         }
2679
2680         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2682
2683         return skinframe;
2684 }
2685
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2687 {
2688         skinframe_t *skinframe;
2689
2690         if (cls.state == ca_dedicated)
2691                 return NULL;
2692
2693         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694         skinframe->stain = NULL;
2695         skinframe->merged = NULL;
2696         skinframe->base = r_texture_notexture;
2697         skinframe->pants = NULL;
2698         skinframe->shirt = NULL;
2699         skinframe->nmap = r_texture_blanknormalmap;
2700         skinframe->gloss = NULL;
2701         skinframe->glow = NULL;
2702         skinframe->fog = NULL;
2703
2704         skinframe->avgcolor[0] = rand() / RAND_MAX;
2705         skinframe->avgcolor[1] = rand() / RAND_MAX;
2706         skinframe->avgcolor[2] = rand() / RAND_MAX;
2707         skinframe->avgcolor[3] = 1;
2708
2709         return skinframe;
2710 }
2711
2712 void gl_main_start(void)
2713 {
2714         r_numqueries = 0;
2715         r_maxqueries = 0;
2716         memset(r_queries, 0, sizeof(r_queries));
2717
2718         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2720
2721         // set up r_skinframe loading system for textures
2722         memset(&r_skinframe, 0, sizeof(r_skinframe));
2723         r_skinframe.loadsequence = 1;
2724         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2725
2726         r_main_texturepool = R_AllocTexturePool();
2727         R_BuildBlankTextures();
2728         R_BuildNoTexture();
2729         if (gl_texturecubemap)
2730         {
2731                 R_BuildWhiteCube();
2732                 R_BuildNormalizationCube();
2733         }
2734         r_texture_fogattenuation = NULL;
2735         r_texture_gammaramps = NULL;
2736         //r_texture_fogintensity = NULL;
2737         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738         memset(&r_waterstate, 0, sizeof(r_waterstate));
2739         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741         memset(&r_svbsp, 0, sizeof (r_svbsp));
2742
2743         r_refdef.fogmasktable_density = 0;
2744 }
2745
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2748 {
2749         if (r_maxqueries)
2750                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2751
2752         r_numqueries = 0;
2753         r_maxqueries = 0;
2754         memset(r_queries, 0, sizeof(r_queries));
2755
2756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2758
2759         // clear out the r_skinframe state
2760         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761         memset(&r_skinframe, 0, sizeof(r_skinframe));
2762
2763         if (r_svbsp.nodes)
2764                 Mem_Free(r_svbsp.nodes);
2765         memset(&r_svbsp, 0, sizeof (r_svbsp));
2766         R_FreeTexturePool(&r_main_texturepool);
2767         loadingscreentexture = NULL;
2768         r_texture_blanknormalmap = NULL;
2769         r_texture_white = NULL;
2770         r_texture_grey128 = NULL;
2771         r_texture_black = NULL;
2772         r_texture_whitecube = NULL;
2773         r_texture_normalizationcube = NULL;
2774         r_texture_fogattenuation = NULL;
2775         r_texture_gammaramps = NULL;
2776         //r_texture_fogintensity = NULL;
2777         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778         memset(&r_waterstate, 0, sizeof(r_waterstate));
2779         R_GLSL_Restart_f();
2780 }
2781
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2784 {
2785         // FIXME: move this code to client
2786         int l;
2787         char *entities, entname[MAX_QPATH];
2788         if (cl.worldmodel)
2789         {
2790                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791                 l = (int)strlen(entname) - 4;
2792                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2793                 {
2794                         memcpy(entname + l, ".ent", 5);
2795                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2796                         {
2797                                 CL_ParseEntityLump(entities);
2798                                 Mem_Free(entities);
2799                                 return;
2800                         }
2801                 }
2802                 if (cl.worldmodel->brush.entities)
2803                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2804         }
2805 }
2806
2807 void GL_Main_Init(void)
2808 {
2809         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2810
2811         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814         if (gamemode == GAME_NEHAHRA)
2815         {
2816                 Cvar_RegisterVariable (&gl_fogenable);
2817                 Cvar_RegisterVariable (&gl_fogdensity);
2818                 Cvar_RegisterVariable (&gl_fogred);
2819                 Cvar_RegisterVariable (&gl_foggreen);
2820                 Cvar_RegisterVariable (&gl_fogblue);
2821                 Cvar_RegisterVariable (&gl_fogstart);
2822                 Cvar_RegisterVariable (&gl_fogend);
2823                 Cvar_RegisterVariable (&gl_skyclip);
2824         }
2825         Cvar_RegisterVariable(&r_motionblur);
2826         Cvar_RegisterVariable(&r_motionblur_maxblur);
2827         Cvar_RegisterVariable(&r_motionblur_bmin);
2828         Cvar_RegisterVariable(&r_motionblur_vmin);
2829         Cvar_RegisterVariable(&r_motionblur_vmax);
2830         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831         Cvar_RegisterVariable(&r_motionblur_randomize);
2832         Cvar_RegisterVariable(&r_damageblur);
2833         Cvar_RegisterVariable(&r_animcache);
2834         Cvar_RegisterVariable(&r_depthfirst);
2835         Cvar_RegisterVariable(&r_useinfinitefarclip);
2836         Cvar_RegisterVariable(&r_nearclip);
2837         Cvar_RegisterVariable(&r_showbboxes);
2838         Cvar_RegisterVariable(&r_showsurfaces);
2839         Cvar_RegisterVariable(&r_showtris);
2840         Cvar_RegisterVariable(&r_shownormals);
2841         Cvar_RegisterVariable(&r_showlighting);
2842         Cvar_RegisterVariable(&r_showshadowvolumes);
2843         Cvar_RegisterVariable(&r_showcollisionbrushes);
2844         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846         Cvar_RegisterVariable(&r_showdisabledepthtest);
2847         Cvar_RegisterVariable(&r_drawportals);
2848         Cvar_RegisterVariable(&r_drawentities);
2849         Cvar_RegisterVariable(&r_cullentities_trace);
2850         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853         Cvar_RegisterVariable(&r_drawviewmodel);
2854         Cvar_RegisterVariable(&r_speeds);
2855         Cvar_RegisterVariable(&r_fullbrights);
2856         Cvar_RegisterVariable(&r_wateralpha);
2857         Cvar_RegisterVariable(&r_dynamic);
2858         Cvar_RegisterVariable(&r_fullbright);
2859         Cvar_RegisterVariable(&r_shadows);
2860         Cvar_RegisterVariable(&r_shadows_darken);
2861         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863         Cvar_RegisterVariable(&r_shadows_throwdistance);
2864         Cvar_RegisterVariable(&r_shadows_throwdirection);
2865         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868         Cvar_RegisterVariable(&r_fog_exp2);
2869         Cvar_RegisterVariable(&r_drawfog);
2870         Cvar_RegisterVariable(&r_textureunits);
2871         Cvar_RegisterVariable(&r_glsl);
2872         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876         Cvar_RegisterVariable(&r_glsl_postprocess);
2877         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881         Cvar_RegisterVariable(&r_glsl_usegeneric);
2882         Cvar_RegisterVariable(&r_water);
2883         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884         Cvar_RegisterVariable(&r_water_clippingplanebias);
2885         Cvar_RegisterVariable(&r_water_refractdistort);
2886         Cvar_RegisterVariable(&r_water_reflectdistort);
2887         Cvar_RegisterVariable(&r_lerpsprites);
2888         Cvar_RegisterVariable(&r_lerpmodels);
2889         Cvar_RegisterVariable(&r_lerplightstyles);
2890         Cvar_RegisterVariable(&r_waterscroll);
2891         Cvar_RegisterVariable(&r_bloom);
2892         Cvar_RegisterVariable(&r_bloom_colorscale);
2893         Cvar_RegisterVariable(&r_bloom_brighten);
2894         Cvar_RegisterVariable(&r_bloom_blur);
2895         Cvar_RegisterVariable(&r_bloom_resolution);
2896         Cvar_RegisterVariable(&r_bloom_colorexponent);
2897         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898         Cvar_RegisterVariable(&r_hdr);
2899         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900         Cvar_RegisterVariable(&r_hdr_glowintensity);
2901         Cvar_RegisterVariable(&r_hdr_range);
2902         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903         Cvar_RegisterVariable(&developer_texturelogging);
2904         Cvar_RegisterVariable(&gl_lightmaps);
2905         Cvar_RegisterVariable(&r_test);
2906         Cvar_RegisterVariable(&r_batchmode);
2907         Cvar_RegisterVariable(&r_glsl_saturation);
2908         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909                 Cvar_SetValue("r_fullbrights", 0);
2910         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2911
2912         Cvar_RegisterVariable(&r_track_sprites);
2913         Cvar_RegisterVariable(&r_track_sprites_flags);
2914         Cvar_RegisterVariable(&r_track_sprites_scalew);
2915         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2916 }
2917
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2930
2931 void Render_Init(void)
2932 {
2933         gl_backend_init();
2934         R_Textures_Init();
2935         GL_Main_Init();
2936         GL_Draw_Init();
2937         R_Shadow_Init();
2938         R_Sky_Init();
2939         GL_Surf_Init();
2940         Sbar_Init();
2941         R_Particles_Init();
2942         R_Explosion_Init();
2943         R_LightningBeams_Init();
2944         Mod_RenderInit();
2945 }
2946
2947 /*
2948 ===============
2949 GL_Init
2950 ===============
2951 */
2952 extern char *ENGINE_EXTENSIONS;
2953 void GL_Init (void)
2954 {
2955         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957         gl_version = (const char *)qglGetString(GL_VERSION);
2958         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2959
2960         if (!gl_extensions)
2961                 gl_extensions = "";
2962         if (!gl_platformextensions)
2963                 gl_platformextensions = "";
2964
2965         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967         Con_Printf("GL_VERSION: %s\n", gl_version);
2968         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2970
2971         VID_CheckExtensions();
2972
2973         // LordHavoc: report supported extensions
2974         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2975
2976         // clear to black (loading plaque will be seen over this)
2977         CHECKGLERROR
2978         qglClearColor(0,0,0,1);CHECKGLERROR
2979         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2980 }
2981
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2983 {
2984         int i;
2985         mplane_t *p;
2986         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2987         {
2988                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2989                 if (i == 4)
2990                         continue;
2991                 p = r_refdef.view.frustum + i;
2992                 switch(p->signbits)
2993                 {
2994                 default:
2995                 case 0:
2996                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2997                                 return true;
2998                         break;
2999                 case 1:
3000                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3001                                 return true;
3002                         break;
3003                 case 2:
3004                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3005                                 return true;
3006                         break;
3007                 case 3:
3008                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3009                                 return true;
3010                         break;
3011                 case 4:
3012                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3013                                 return true;
3014                         break;
3015                 case 5:
3016                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3017                                 return true;
3018                         break;
3019                 case 6:
3020                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3021                                 return true;
3022                         break;
3023                 case 7:
3024                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3025                                 return true;
3026                         break;
3027                 }
3028         }
3029         return false;
3030 }
3031
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3033 {
3034         int i;
3035         const mplane_t *p;
3036         for (i = 0;i < numplanes;i++)
3037         {
3038                 p = planes + i;
3039                 switch(p->signbits)
3040                 {
3041                 default:
3042                 case 0:
3043                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3044                                 return true;
3045                         break;
3046                 case 1:
3047                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3048                                 return true;
3049                         break;
3050                 case 2:
3051                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3052                                 return true;
3053                         break;
3054                 case 3:
3055                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3056                                 return true;
3057                         break;
3058                 case 4:
3059                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3060                                 return true;
3061                         break;
3062                 case 5:
3063                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3064                                 return true;
3065                         break;
3066                 case 6:
3067                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3068                                 return true;
3069                         break;
3070                 case 7:
3071                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3072                                 return true;
3073                         break;
3074                 }
3075         }
3076         return false;
3077 }
3078
3079 //==================================================================================
3080
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3082
3083 /**
3084  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3087  */
3088
3089 typedef struct r_animcache_entity_s
3090 {
3091         float *vertex3f;
3092         float *normal3f;
3093         float *svector3f;
3094         float *tvector3f;
3095         int maxvertices;
3096         qboolean wantnormals;
3097         qboolean wanttangents;
3098 }
3099 r_animcache_entity_t;
3100
3101 typedef struct r_animcache_s
3102 {
3103         r_animcache_entity_t entity[MAX_EDICTS*2];
3104         int maxindex;
3105         int currentindex;
3106 }
3107 r_animcache_t;
3108
3109 static r_animcache_t r_animcachestate;
3110
3111 void R_AnimCache_Free(void)
3112 {
3113         int idx;
3114         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3115         {
3116                 r_animcachestate.entity[idx].maxvertices = 0;
3117                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118                 r_animcachestate.entity[idx].vertex3f = NULL;
3119                 r_animcachestate.entity[idx].normal3f = NULL;
3120                 r_animcachestate.entity[idx].svector3f = NULL;
3121                 r_animcachestate.entity[idx].tvector3f = NULL;
3122         }
3123         r_animcachestate.currentindex = 0;
3124         r_animcachestate.maxindex = 0;
3125 }
3126
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3128 {
3129         int arraySize;
3130         float *base;
3131         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3132
3133         if (cache->maxvertices >= numvertices)
3134                 return;
3135
3136         // Release existing memory
3137         if (cache->vertex3f)
3138                 Mem_Free(cache->vertex3f);
3139
3140         // Pad by 1024 verts
3141         cache->maxvertices = (numvertices + 1023) & ~1023;
3142         arraySize = cache->maxvertices * 3;
3143
3144         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146         r_animcachestate.entity[cacheIdx].vertex3f = base;
3147         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3150
3151 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3152 }
3153
3154 void R_AnimCache_NewFrame(void)
3155 {
3156         int i;
3157
3158         if (r_animcache.integer && r_drawentities.integer)
3159                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160         else if (r_animcachestate.maxindex)
3161                 R_AnimCache_Free();
3162
3163         r_animcachestate.currentindex = 0;
3164
3165         for (i = 0;i < r_refdef.scene.numentities;i++)
3166                 r_refdef.scene.entities[i]->animcacheindex = -1;
3167 }
3168
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3170 {
3171         dp_model_t *model = ent->model;
3172         r_animcache_entity_t *c;
3173         // see if it's already cached this frame
3174         if (ent->animcacheindex >= 0)
3175         {
3176                 // add normals/tangents if needed
3177                 c = r_animcachestate.entity + ent->animcacheindex;
3178                 if (c->wantnormals)
3179                         wantnormals = false;
3180                 if (c->wanttangents)
3181                         wanttangents = false;
3182                 if (wantnormals || wanttangents)
3183                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3184         }
3185         else
3186         {
3187                 // see if this ent is worth caching
3188                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3189                         return false;
3190                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3191                         return false;
3192                 // assign it a cache entry and make sure the arrays are big enough
3193                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194                 ent->animcacheindex = r_animcachestate.currentindex++;
3195                 c = r_animcachestate.entity + ent->animcacheindex;
3196                 c->wantnormals = wantnormals;
3197                 c->wanttangents = wanttangents;
3198                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3199         }
3200         return true;
3201 }
3202
3203 void R_AnimCache_CacheVisibleEntities(void)
3204 {
3205         int i;
3206         qboolean wantnormals;
3207         qboolean wanttangents;
3208
3209         if (!r_animcachestate.maxindex)
3210                 return;
3211
3212         wantnormals = !r_showsurfaces.integer;
3213         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3214
3215         // TODO: thread this?
3216
3217         for (i = 0;i < r_refdef.scene.numentities;i++)
3218         {
3219                 if (!r_refdef.viewcache.entityvisible[i])
3220                         continue;
3221                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3222         }
3223 }
3224
3225 //==================================================================================
3226
3227 static void R_View_UpdateEntityLighting (void)
3228 {
3229         int i;
3230         entity_render_t *ent;
3231         vec3_t tempdiffusenormal;
3232
3233         for (i = 0;i < r_refdef.scene.numentities;i++)
3234         {
3235                 ent = r_refdef.scene.entities[i];
3236
3237                 // skip unseen models
3238                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3239                         continue;
3240
3241                 // skip bsp models
3242                 if (ent->model && ent->model->brush.num_leafs)
3243                 {
3244                         // TODO: use modellight for r_ambient settings on world?
3245                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3246                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3248                         continue;
3249                 }
3250
3251                 // fetch the lighting from the worldmodel data
3252                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3253                 VectorClear(ent->modellight_diffuse);
3254                 VectorClear(tempdiffusenormal);
3255                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3256                 {
3257                         vec3_t org;
3258                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3260                 }
3261                 else // highly rare
3262                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3263
3264                 // move the light direction into modelspace coordinates for lighting code
3265                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266                 if(VectorLength2(ent->modellight_lightdir) == 0)
3267                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268                 VectorNormalize(ent->modellight_lightdir);
3269         }
3270 }
3271
3272 static void R_View_UpdateEntityVisible (void)
3273 {
3274         int i, renderimask;
3275         entity_render_t *ent;
3276
3277         if (!r_drawentities.integer)
3278                 return;
3279
3280         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3282         {
3283                 // worldmodel can check visibility
3284                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285                 for (i = 0;i < r_refdef.scene.numentities;i++)
3286                 {
3287                         ent = r_refdef.scene.entities[i];
3288                         if (!(ent->flags & renderimask))
3289                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3290                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3291                                 r_refdef.viewcache.entityvisible[i] = true;
3292                 }
3293                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3294                 {
3295                         for (i = 0;i < r_refdef.scene.numentities;i++)
3296                         {
3297                                 ent = r_refdef.scene.entities[i];
3298                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3299                                 {
3300                                         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))
3301                                                 ent->last_trace_visibility = realtime;
3302                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303                                                 r_refdef.viewcache.entityvisible[i] = 0;
3304                                 }
3305                         }
3306                 }
3307         }
3308         else
3309         {
3310                 // no worldmodel or it can't check visibility
3311                 for (i = 0;i < r_refdef.scene.numentities;i++)
3312                 {
3313                         ent = r_refdef.scene.entities[i];
3314                         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));
3315                 }
3316         }
3317 }
3318
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3321 {
3322         int i, sky;
3323         entity_render_t *ent;
3324
3325         if (!r_drawentities.integer)
3326                 return false;
3327
3328         sky = false;
3329         for (i = 0;i < r_refdef.scene.numentities;i++)
3330         {
3331                 if (!r_refdef.viewcache.entityvisible[i])
3332                         continue;
3333                 ent = r_refdef.scene.entities[i];
3334                 if (!ent->model || !ent->model->DrawSky)
3335                         continue;
3336                 ent->model->DrawSky(ent);
3337                 sky = true;
3338         }
3339         return sky;
3340 }
3341
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3344 {
3345         int i;
3346         entity_render_t *ent;
3347
3348         if (!r_drawentities.integer)
3349                 return;
3350
3351         for (i = 0;i < r_refdef.scene.numentities;i++)
3352         {
3353                 if (!r_refdef.viewcache.entityvisible[i])
3354                         continue;
3355                 ent = r_refdef.scene.entities[i];
3356                 r_refdef.stats.entities++;
3357                 if (ent->model && ent->model->Draw != NULL)
3358                         ent->model->Draw(ent);
3359                 else
3360                         R_DrawNoModel(ent);
3361         }
3362 }
3363
3364 static void R_DrawModelsDepth(void)
3365 {
3366         int i;
3367         entity_render_t *ent;
3368
3369         if (!r_drawentities.integer)
3370                 return;
3371
3372         for (i = 0;i < r_refdef.scene.numentities;i++)
3373         {
3374                 if (!r_refdef.viewcache.entityvisible[i])
3375                         continue;
3376                 ent = r_refdef.scene.entities[i];
3377                 if (ent->model && ent->model->DrawDepth != NULL)
3378                         ent->model->DrawDepth(ent);
3379         }
3380 }
3381
3382 static void R_DrawModelsDebug(void)
3383 {
3384         int i;
3385         entity_render_t *ent;
3386
3387         if (!r_drawentities.integer)
3388                 return;
3389
3390         for (i = 0;i < r_refdef.scene.numentities;i++)
3391         {
3392                 if (!r_refdef.viewcache.entityvisible[i])
3393                         continue;
3394                 ent = r_refdef.scene.entities[i];
3395                 if (ent->model && ent->model->DrawDebug != NULL)
3396                         ent->model->DrawDebug(ent);
3397         }
3398 }
3399
3400 static void R_DrawModelsAddWaterPlanes(void)
3401 {
3402         int i;
3403         entity_render_t *ent;
3404
3405         if (!r_drawentities.integer)
3406                 return;
3407
3408         for (i = 0;i < r_refdef.scene.numentities;i++)
3409         {
3410                 if (!r_refdef.viewcache.entityvisible[i])
3411                         continue;
3412                 ent = r_refdef.scene.entities[i];
3413                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414                         ent->model->DrawAddWaterPlanes(ent);
3415         }
3416 }
3417
3418 static void R_View_SetFrustum(void)
3419 {
3420         int i;
3421         double slopex, slopey;
3422         vec3_t forward, left, up, origin;
3423
3424         // we can't trust r_refdef.view.forward and friends in reflected scenes
3425         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3426
3427 #if 0
3428         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3440 #endif
3441
3442 #if 0
3443         zNear = r_refdef.nearclip;
3444         nudge = 1.0 - 1.0 / (1<<23);
3445         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3453 #endif
3454
3455
3456
3457 #if 0
3458         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461         r_refdef.view.frustum[0].dist = m[15] - m[12];
3462
3463         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466         r_refdef.view.frustum[1].dist = m[15] + m[12];
3467
3468         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471         r_refdef.view.frustum[2].dist = m[15] - m[13];
3472
3473         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476         r_refdef.view.frustum[3].dist = m[15] + m[13];
3477
3478         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481         r_refdef.view.frustum[4].dist = m[15] - m[14];
3482
3483         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486         r_refdef.view.frustum[5].dist = m[15] + m[14];
3487 #endif
3488
3489         if (r_refdef.view.useperspective)
3490         {
3491                 slopex = 1.0 / r_refdef.view.frustum_x;
3492                 slopey = 1.0 / r_refdef.view.frustum_y;
3493                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3495                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3496                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3497                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3498
3499                 // Leaving those out was a mistake, those were in the old code, and they
3500                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501                 // I couldn't reproduce it after adding those normalizations. --blub
3502                 VectorNormalize(r_refdef.view.frustum[0].normal);
3503                 VectorNormalize(r_refdef.view.frustum[1].normal);
3504                 VectorNormalize(r_refdef.view.frustum[2].normal);
3505                 VectorNormalize(r_refdef.view.frustum[3].normal);
3506
3507                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3509                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3510                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3511                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3512
3513                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3518         }
3519         else
3520         {
3521                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3531         }
3532         r_refdef.view.numfrustumplanes = 5;
3533
3534         if (r_refdef.view.useclipplane)
3535         {
3536                 r_refdef.view.numfrustumplanes = 6;
3537                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3538         }
3539
3540         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541                 PlaneClassify(r_refdef.view.frustum + i);
3542
3543         // LordHavoc: note to all quake engine coders, Quake had a special case
3544         // for 90 degrees which assumed a square view (wrong), so I removed it,
3545         // Quake2 has it disabled as well.
3546
3547         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550         //PlaneClassify(&frustum[0]);
3551
3552         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555         //PlaneClassify(&frustum[1]);
3556
3557         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560         //PlaneClassify(&frustum[2]);
3561
3562         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565         //PlaneClassify(&frustum[3]);
3566
3567         // nearclip plane
3568         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570         //PlaneClassify(&frustum[4]);
3571 }
3572
3573 void R_View_Update(void)
3574 {
3575         R_View_SetFrustum();
3576         R_View_WorldVisibility(r_refdef.view.useclipplane);
3577         R_View_UpdateEntityVisible();
3578         R_View_UpdateEntityLighting();
3579 }
3580
3581 void R_SetupView(qboolean allowwaterclippingplane)
3582 {
3583         const double *customclipplane = NULL;
3584         double plane[4];
3585         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3586         {
3587                 // LordHavoc: couldn't figure out how to make this approach the
3588                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591                         dist = r_refdef.view.clipplane.dist;
3592                 plane[0] = r_refdef.view.clipplane.normal[0];
3593                 plane[1] = r_refdef.view.clipplane.normal[1];
3594                 plane[2] = r_refdef.view.clipplane.normal[2];
3595                 plane[3] = dist;
3596                 customclipplane = plane;
3597         }
3598
3599         if (!r_refdef.view.useperspective)
3600                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3601         else if (gl_stencil && r_useinfinitefarclip.integer)
3602                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3603         else
3604                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3605         R_SetViewport(&r_refdef.view.viewport);
3606 }
3607
3608 void R_ResetViewRendering2D(void)
3609 {
3610         r_viewport_t viewport;
3611         DrawQ_Finish();
3612
3613         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3615         R_SetViewport(&viewport);
3616         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617         GL_Color(1, 1, 1, 1);
3618         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619         GL_BlendFunc(GL_ONE, GL_ZERO);
3620         GL_AlphaTest(false);
3621         GL_ScissorTest(false);
3622         GL_DepthMask(false);
3623         GL_DepthRange(0, 1);
3624         GL_DepthTest(false);
3625         R_Mesh_Matrix(&identitymatrix);
3626         R_Mesh_ResetTextureState();
3627         GL_PolygonOffset(0, 0);
3628         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631         qglStencilMask(~0);CHECKGLERROR
3632         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635         R_SetupGenericShader(true);
3636 }
3637
3638 void R_ResetViewRendering3D(void)
3639 {
3640         DrawQ_Finish();
3641
3642         R_SetupView(true);
3643         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644         GL_Color(1, 1, 1, 1);
3645         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646         GL_BlendFunc(GL_ONE, GL_ZERO);
3647         GL_AlphaTest(false);
3648         GL_ScissorTest(true);
3649         GL_DepthMask(true);
3650         GL_DepthRange(0, 1);
3651         GL_DepthTest(true);
3652         R_Mesh_Matrix(&identitymatrix);
3653         R_Mesh_ResetTextureState();
3654         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658         qglStencilMask(~0);CHECKGLERROR
3659         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661         GL_CullFace(r_refdef.view.cullface_back);
3662         R_SetupGenericShader(true);
3663 }
3664
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3667
3668 static void R_Water_StartFrame(void)
3669 {
3670         int i;
3671         int waterwidth, waterheight, texturewidth, textureheight;
3672         r_waterstate_waterplane_t *p;
3673
3674         // set waterwidth and waterheight to the water resolution that will be
3675         // used (often less than the screen resolution for faster rendering)
3676         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3678
3679         // calculate desired texture sizes
3680         // can't use water if the card does not support the texture size
3681         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682                 texturewidth = textureheight = waterwidth = waterheight = 0;
3683         else if (gl_support_arb_texture_non_power_of_two)
3684         {
3685                 texturewidth = waterwidth;
3686                 textureheight = waterheight;
3687         }
3688         else
3689         {
3690                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3691                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3692         }
3693
3694         // allocate textures as needed
3695         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3696         {
3697                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3699                 {
3700                         if (p->texture_refraction)
3701                                 R_FreeTexture(p->texture_refraction);
3702                         p->texture_refraction = NULL;
3703                         if (p->texture_reflection)
3704                                 R_FreeTexture(p->texture_reflection);
3705                         p->texture_reflection = NULL;
3706                 }
3707                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708                 r_waterstate.waterwidth = waterwidth;
3709                 r_waterstate.waterheight = waterheight;
3710                 r_waterstate.texturewidth = texturewidth;
3711                 r_waterstate.textureheight = textureheight;
3712         }
3713
3714         // when doing a reduced render (HDR) we want to use a smaller area
3715         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3716         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3717
3718         if (r_waterstate.waterwidth)
3719         {
3720                 r_waterstate.enabled = true;
3721
3722                 // set up variables that will be used in shader setup
3723                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3724                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3725                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3726                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3727         }
3728
3729         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3730         r_waterstate.numwaterplanes = 0;
3731 }
3732
3733 void R_Water_AddWaterPlane(msurface_t *surface)
3734 {
3735         int triangleindex, planeindex;
3736         const int *e;
3737         vec3_t vert[3];
3738         vec3_t normal;
3739         vec3_t center;
3740         mplane_t plane;
3741         r_waterstate_waterplane_t *p;
3742         texture_t *t = R_GetCurrentTexture(surface->texture);
3743         // just use the first triangle with a valid normal for any decisions
3744         VectorClear(normal);
3745         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3746         {
3747                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3748                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3749                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3750                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3751                 if (VectorLength2(normal) >= 0.001)
3752                         break;
3753         }
3754
3755         VectorCopy(normal, plane.normal);
3756         VectorNormalize(plane.normal);
3757         plane.dist = DotProduct(vert[0], plane.normal);
3758         PlaneClassify(&plane);
3759         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3760         {
3761                 // skip backfaces (except if nocullface is set)
3762                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3763                         return;
3764                 VectorNegate(plane.normal, plane.normal);
3765                 plane.dist *= -1;
3766                 PlaneClassify(&plane);
3767         }
3768
3769
3770         // find a matching plane if there is one
3771         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3772                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3773                         break;
3774         if (planeindex >= r_waterstate.maxwaterplanes)
3775                 return; // nothing we can do, out of planes
3776
3777         // if this triangle does not fit any known plane rendered this frame, add one
3778         if (planeindex >= r_waterstate.numwaterplanes)
3779         {
3780                 // store the new plane
3781                 r_waterstate.numwaterplanes++;
3782                 p->plane = plane;
3783                 // clear materialflags and pvs
3784                 p->materialflags = 0;
3785                 p->pvsvalid = false;
3786         }
3787         // merge this surface's materialflags into the waterplane
3788         p->materialflags |= t->currentmaterialflags;
3789         // merge this surface's PVS into the waterplane
3790         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3791         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3792          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3793         {
3794                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3795                 p->pvsvalid = true;
3796         }
3797 }
3798
3799 static void R_Water_ProcessPlanes(void)
3800 {
3801         r_refdef_view_t originalview;
3802         r_refdef_view_t myview;
3803         int planeindex;
3804         r_waterstate_waterplane_t *p;
3805
3806         originalview = r_refdef.view;
3807
3808         // make sure enough textures are allocated
3809         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3810         {
3811                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3812                 {
3813                         if (!p->texture_refraction)
3814                                 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);
3815                         if (!p->texture_refraction)
3816                                 goto error;
3817                 }
3818
3819                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3820                 {
3821                         if (!p->texture_reflection)
3822                                 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);
3823                         if (!p->texture_reflection)
3824                                 goto error;
3825                 }
3826         }
3827
3828         // render views
3829         r_refdef.view = originalview;
3830         r_refdef.view.showdebug = false;
3831         r_refdef.view.width = r_waterstate.waterwidth;
3832         r_refdef.view.height = r_waterstate.waterheight;
3833         r_refdef.view.useclipplane = true;
3834         myview = r_refdef.view;
3835         r_waterstate.renderingscene = true;
3836         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3837         {
3838                 // render the normal view scene and copy into texture
3839                 // (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)
3840                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3841                 {
3842                         r_refdef.view = myview;
3843                         r_refdef.view.clipplane = p->plane;
3844                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3845                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3846                         PlaneClassify(&r_refdef.view.clipplane);
3847
3848                         R_ResetViewRendering3D();
3849                         R_ClearScreen(r_refdef.fogenabled);
3850                         R_View_Update();
3851                         R_RenderScene();
3852
3853                         // copy view into the screen texture
3854                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3855                         GL_ActiveTexture(0);
3856                         CHECKGLERROR
3857                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3858                 }
3859
3860                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3861                 {
3862                         r_refdef.view = myview;
3863                         // render reflected scene and copy into texture
3864                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3865                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3866                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3867                         r_refdef.view.clipplane = p->plane;
3868                         // reverse the cullface settings for this render
3869                         r_refdef.view.cullface_front = GL_FRONT;
3870                         r_refdef.view.cullface_back = GL_BACK;
3871                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3872                         {
3873                                 r_refdef.view.usecustompvs = true;
3874                                 if (p->pvsvalid)
3875                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3876                                 else
3877                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3878                         }
3879
3880                         R_ResetViewRendering3D();
3881                         R_ClearScreen(r_refdef.fogenabled);
3882                         R_View_Update();
3883                         R_RenderScene();
3884
3885                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3886                         GL_ActiveTexture(0);
3887                         CHECKGLERROR
3888                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3889                 }
3890         }
3891         r_waterstate.renderingscene = false;
3892         r_refdef.view = originalview;
3893         R_ResetViewRendering3D();
3894         R_ClearScreen(r_refdef.fogenabled);
3895         R_View_Update();
3896         return;
3897 error:
3898         r_refdef.view = originalview;
3899         r_waterstate.renderingscene = false;
3900         Cvar_SetValueQuick(&r_water, 0);
3901         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3902         return;
3903 }
3904
3905 void R_Bloom_StartFrame(void)
3906 {
3907         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3908
3909         // set bloomwidth and bloomheight to the bloom resolution that will be
3910         // used (often less than the screen resolution for faster rendering)
3911         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3912         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3913         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3914         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3915         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3916
3917         // calculate desired texture sizes
3918         if (gl_support_arb_texture_non_power_of_two)
3919         {
3920                 screentexturewidth = r_refdef.view.width;
3921                 screentextureheight = r_refdef.view.height;
3922                 bloomtexturewidth = r_bloomstate.bloomwidth;
3923                 bloomtextureheight = r_bloomstate.bloomheight;
3924         }
3925         else
3926         {
3927                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3928                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3929                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3930                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3931         }
3932
3933         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3934         {
3935                 Cvar_SetValueQuick(&r_hdr, 0);
3936                 Cvar_SetValueQuick(&r_bloom, 0);
3937                 Cvar_SetValueQuick(&r_motionblur, 0);
3938                 Cvar_SetValueQuick(&r_damageblur, 0);
3939         }
3940
3941         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3942                 screentexturewidth = screentextureheight = 0;
3943         if (!r_hdr.integer && !r_bloom.integer)
3944                 bloomtexturewidth = bloomtextureheight = 0;
3945
3946         // allocate textures as needed
3947         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3948         {
3949                 if (r_bloomstate.texture_screen)
3950                         R_FreeTexture(r_bloomstate.texture_screen);
3951                 r_bloomstate.texture_screen = NULL;
3952                 r_bloomstate.screentexturewidth = screentexturewidth;
3953                 r_bloomstate.screentextureheight = screentextureheight;
3954                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3955                         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);
3956         }
3957         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3958         {
3959                 if (r_bloomstate.texture_bloom)
3960                         R_FreeTexture(r_bloomstate.texture_bloom);
3961                 r_bloomstate.texture_bloom = NULL;
3962                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3963                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3964                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3965                         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);
3966         }
3967
3968         // when doing a reduced render (HDR) we want to use a smaller area
3969         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3970         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3971         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3972         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3973         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3974
3975         // set up a texcoord array for the full resolution screen image
3976         // (we have to keep this around to copy back during final render)
3977         r_bloomstate.screentexcoord2f[0] = 0;
3978         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3979         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3980         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3981         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3982         r_bloomstate.screentexcoord2f[5] = 0;
3983         r_bloomstate.screentexcoord2f[6] = 0;
3984         r_bloomstate.screentexcoord2f[7] = 0;
3985
3986         // set up a texcoord array for the reduced resolution bloom image
3987         // (which will be additive blended over the screen image)
3988         r_bloomstate.bloomtexcoord2f[0] = 0;
3989         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3991         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3992         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3993         r_bloomstate.bloomtexcoord2f[5] = 0;
3994         r_bloomstate.bloomtexcoord2f[6] = 0;
3995         r_bloomstate.bloomtexcoord2f[7] = 0;
3996
3997         if (r_hdr.integer || r_bloom.integer)
3998         {
3999                 r_bloomstate.enabled = true;
4000                 r_bloomstate.hdr = r_hdr.integer != 0;
4001         }
4002
4003         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4004 }
4005
4006 void R_Bloom_CopyBloomTexture(float colorscale)
4007 {
4008         r_refdef.stats.bloom++;
4009
4010         // scale down screen texture to the bloom texture size
4011         CHECKGLERROR
4012         R_SetViewport(&r_bloomstate.viewport);
4013         GL_BlendFunc(GL_ONE, GL_ZERO);
4014         GL_Color(colorscale, colorscale, colorscale, 1);
4015         // TODO: optimize with multitexture or GLSL
4016         R_SetupGenericShader(true);
4017         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4018         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4019         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4020         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4021
4022         // we now have a bloom image in the framebuffer
4023         // copy it into the bloom image texture for later processing
4024         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4025         GL_ActiveTexture(0);
4026         CHECKGLERROR
4027         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4028         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4029 }
4030
4031 void R_Bloom_CopyHDRTexture(void)
4032 {
4033         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4034         GL_ActiveTexture(0);
4035         CHECKGLERROR
4036         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4037         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4038 }
4039
4040 void R_Bloom_MakeTexture(void)
4041 {
4042         int x, range, dir;
4043         float xoffset, yoffset, r, brighten;
4044
4045         r_refdef.stats.bloom++;
4046
4047         R_ResetViewRendering2D();
4048         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4049         R_Mesh_ColorPointer(NULL, 0, 0);
4050         R_SetupGenericShader(true);
4051
4052         // we have a bloom image in the framebuffer
4053         CHECKGLERROR
4054         R_SetViewport(&r_bloomstate.viewport);
4055
4056         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4057         {
4058                 x *= 2;
4059                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4060                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4061                 GL_Color(r, r, r, 1);
4062                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4063                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4064                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4065                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4066
4067                 // copy the vertically blurred bloom view to a texture
4068                 GL_ActiveTexture(0);
4069                 CHECKGLERROR
4070                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4071                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4072         }
4073
4074         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4075         brighten = r_bloom_brighten.value;
4076         if (r_hdr.integer)
4077                 brighten *= r_hdr_range.value;
4078         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4079         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4080
4081         for (dir = 0;dir < 2;dir++)
4082         {
4083                 // blend on at multiple vertical offsets to achieve a vertical blur
4084                 // TODO: do offset blends using GLSL
4085                 GL_BlendFunc(GL_ONE, GL_ZERO);
4086                 for (x = -range;x <= range;x++)
4087                 {
4088                         if (!dir){xoffset = 0;yoffset = x;}
4089                         else {xoffset = x;yoffset = 0;}
4090                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4091                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4092                         // compute a texcoord array with the specified x and y offset
4093                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4094                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4095                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4096                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4097                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4098                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4099                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4100                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4101                         // this r value looks like a 'dot' particle, fading sharply to
4102                         // black at the edges
4103                         // (probably not realistic but looks good enough)
4104                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4105                         //r = (dir ? 1.0f : brighten)/(range*2+1);
4106                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4107                         GL_Color(r, r, r, 1);
4108                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4109                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4110                         GL_BlendFunc(GL_ONE, GL_ONE);
4111                 }
4112
4113                 // copy the vertically blurred bloom view to a texture
4114                 GL_ActiveTexture(0);
4115                 CHECKGLERROR
4116                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4117                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4118         }
4119
4120         // apply subtract last
4121         // (just like it would be in a GLSL shader)
4122         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4123         {
4124                 GL_BlendFunc(GL_ONE, GL_ZERO);
4125                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4126                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4127                 GL_Color(1, 1, 1, 1);
4128                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4129                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4130
4131                 GL_BlendFunc(GL_ONE, GL_ONE);
4132                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4133                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4134                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4135                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4136                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4137                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4138                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4139
4140                 // copy the darkened bloom view to a texture
4141                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4142                 GL_ActiveTexture(0);
4143                 CHECKGLERROR
4144                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4145                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4146         }
4147 }
4148
4149 void R_HDR_RenderBloomTexture(void)
4150 {
4151         int oldwidth, oldheight;
4152         float oldcolorscale;
4153
4154         oldcolorscale = r_refdef.view.colorscale;
4155         oldwidth = r_refdef.view.width;
4156         oldheight = r_refdef.view.height;
4157         r_refdef.view.width = r_bloomstate.bloomwidth;
4158         r_refdef.view.height = r_bloomstate.bloomheight;
4159
4160         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4161         // TODO: add exposure compensation features
4162         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4163
4164         r_refdef.view.showdebug = false;
4165         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4166
4167         R_ResetViewRendering3D();
4168
4169         R_ClearScreen(r_refdef.fogenabled);
4170         if (r_timereport_active)
4171                 R_TimeReport("HDRclear");
4172
4173         R_View_Update();
4174         if (r_timereport_active)
4175                 R_TimeReport("visibility");
4176
4177         // only do secondary renders with HDR if r_hdr is 2 or higher
4178         r_waterstate.numwaterplanes = 0;
4179         if (r_waterstate.enabled && r_hdr.integer >= 2)
4180                 R_RenderWaterPlanes();
4181
4182         r_refdef.view.showdebug = true;
4183         R_RenderScene();
4184         r_waterstate.numwaterplanes = 0;
4185
4186         R_ResetViewRendering2D();
4187
4188         R_Bloom_CopyHDRTexture();
4189         R_Bloom_MakeTexture();
4190
4191         // restore the view settings
4192         r_refdef.view.width = oldwidth;
4193         r_refdef.view.height = oldheight;
4194         r_refdef.view.colorscale = oldcolorscale;
4195
4196         R_ResetViewRendering3D();
4197
4198         R_ClearScreen(r_refdef.fogenabled);
4199         if (r_timereport_active)
4200                 R_TimeReport("viewclear");
4201 }
4202
4203 static void R_BlendView(void)
4204 {
4205         if (r_bloomstate.texture_screen)
4206         {
4207                 // make sure the buffer is available
4208                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4209
4210                 R_ResetViewRendering2D();
4211                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4212                 R_Mesh_ColorPointer(NULL, 0, 0);
4213                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4214                 GL_ActiveTexture(0);CHECKGLERROR
4215
4216                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4217                 {  
4218                         // declare variables
4219                         float speed;
4220                         static float avgspeed;
4221
4222                         speed = VectorLength(cl.movement_velocity);
4223
4224                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4225                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4226
4227                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4228                         speed = bound(0, speed, 1);
4229                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4230
4231                         // calculate values into a standard alpha
4232                         cl.motionbluralpha = 1 - exp(-
4233                                         (
4234                                          (r_motionblur.value * speed / 80)
4235                                          +
4236                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4237                                         )
4238                                         /
4239                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4240                                    );
4241
4242                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4243                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4244                         // apply the blur
4245                         if (cl.motionbluralpha > 0)
4246                         {
4247                                 R_SetupGenericShader(true);
4248                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4249                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4250                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4251                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4252                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4253                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4254                         }
4255                 }
4256
4257                 // copy view into the screen texture
4258                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4259                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4260         }
4261
4262         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4263         {
4264                 unsigned int permutation =
4265                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4266                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4267                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4268                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4269                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4270
4271                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4272                 {
4273                         // render simple bloom effect
4274                         // copy the screen and shrink it and darken it for the bloom process
4275                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4276                         // make the bloom texture
4277                         R_Bloom_MakeTexture();
4278                 }
4279
4280                 R_ResetViewRendering2D();
4281                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4282                 R_Mesh_ColorPointer(NULL, 0, 0);
4283                 GL_Color(1, 1, 1, 1);
4284                 GL_BlendFunc(GL_ONE, GL_ZERO);
4285                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4286                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4287                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4288                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4289                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4290                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4291                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4292                 if (r_glsl_permutation->loc_TintColor >= 0)
4293                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4294                 if (r_glsl_permutation->loc_ClientTime >= 0)
4295                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4296                 if (r_glsl_permutation->loc_PixelSize >= 0)
4297                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4298                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4299                 {
4300                         float a=0, b=0, c=0, d=0;
4301 #if _MSC_VER >= 1400
4302 #define sscanf sscanf_s
4303 #endif
4304                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4305                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4306                 }
4307                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4308                 {
4309                         float a=0, b=0, c=0, d=0;
4310                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4311                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4312                 }
4313                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4314                 {
4315                         float a=0, b=0, c=0, d=0;
4316                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4317                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4318                 }
4319                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4320                 {
4321                         float a=0, b=0, c=0, d=0;
4322                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4323                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4324                 }
4325                 if (r_glsl_permutation->loc_Saturation >= 0)
4326                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4327                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4328                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4329                 return;
4330         }
4331
4332
4333
4334         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4335         {
4336                 // render high dynamic range bloom effect
4337                 // the bloom texture was made earlier this render, so we just need to
4338                 // blend it onto the screen...
4339                 R_ResetViewRendering2D();
4340                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4341                 R_Mesh_ColorPointer(NULL, 0, 0);
4342                 R_SetupGenericShader(true);
4343                 GL_Color(1, 1, 1, 1);
4344                 GL_BlendFunc(GL_ONE, GL_ONE);
4345                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4346                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4347                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4348                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4349         }
4350         else if (r_bloomstate.texture_bloom)
4351         {
4352                 // render simple bloom effect
4353                 // copy the screen and shrink it and darken it for the bloom process
4354                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4355                 // make the bloom texture
4356                 R_Bloom_MakeTexture();
4357                 // put the original screen image back in place and blend the bloom
4358                 // texture on it
4359                 R_ResetViewRendering2D();
4360                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4361                 R_Mesh_ColorPointer(NULL, 0, 0);
4362                 GL_Color(1, 1, 1, 1);
4363                 GL_BlendFunc(GL_ONE, GL_ZERO);
4364                 // do both in one pass if possible
4365                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4366                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4367                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4368                 {
4369                         R_SetupGenericTwoTextureShader(GL_ADD);
4370                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4371                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4372                 }
4373                 else
4374                 {
4375                         R_SetupGenericShader(true);
4376                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4377                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4378                         // now blend on the bloom texture
4379                         GL_BlendFunc(GL_ONE, GL_ONE);
4380                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4381                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4382                 }
4383                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4384                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4385         }
4386         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4387         {
4388                 // apply a color tint to the whole view
4389                 R_ResetViewRendering2D();
4390                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4391                 R_Mesh_ColorPointer(NULL, 0, 0);
4392                 R_SetupGenericShader(false);
4393                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4394                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4395                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4396         }
4397 }
4398
4399 matrix4x4_t r_waterscrollmatrix;
4400
4401 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4402 {
4403         if (r_refdef.fog_density)
4404         {
4405                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4406                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4407                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4408
4409                 {
4410                         vec3_t fogvec;
4411                         VectorCopy(r_refdef.fogcolor, fogvec);
4412                         //   color.rgb *= ContrastBoost * SceneBrightness;
4413                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4414                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4415                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4416                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4417                 }
4418         }
4419 }
4420
4421 void R_UpdateVariables(void)
4422 {
4423         R_Textures_Frame();
4424
4425         r_refdef.scene.ambient = r_ambient.value;
4426
4427         r_refdef.farclip = 4096;
4428         if (r_refdef.scene.worldmodel)
4429                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4430         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4431
4432         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4433                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4434         r_refdef.polygonfactor = 0;
4435         r_refdef.polygonoffset = 0;
4436         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4437         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4438
4439         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4440         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4441         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4442         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4443         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4444         if (r_showsurfaces.integer)
4445         {
4446                 r_refdef.scene.rtworld = false;
4447                 r_refdef.scene.rtworldshadows = false;
4448                 r_refdef.scene.rtdlight = false;
4449                 r_refdef.scene.rtdlightshadows = false;
4450                 r_refdef.lightmapintensity = 0;
4451         }
4452
4453         if (gamemode == GAME_NEHAHRA)
4454         {
4455                 if (gl_fogenable.integer)
4456                 {
4457                         r_refdef.oldgl_fogenable = true;
4458                         r_refdef.fog_density = gl_fogdensity.value;
4459                         r_refdef.fog_red = gl_fogred.value;
4460                         r_refdef.fog_green = gl_foggreen.value;
4461                         r_refdef.fog_blue = gl_fogblue.value;
4462                         r_refdef.fog_alpha = 1;
4463                         r_refdef.fog_start = 0;
4464                         r_refdef.fog_end = gl_skyclip.value;
4465                 }
4466                 else if (r_refdef.oldgl_fogenable)
4467                 {
4468                         r_refdef.oldgl_fogenable = false;
4469                         r_refdef.fog_density = 0;
4470                         r_refdef.fog_red = 0;
4471                         r_refdef.fog_green = 0;
4472                         r_refdef.fog_blue = 0;
4473                         r_refdef.fog_alpha = 0;
4474                         r_refdef.fog_start = 0;
4475                         r_refdef.fog_end = 0;
4476                 }
4477         }
4478
4479         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4480         r_refdef.fog_start = max(0, r_refdef.fog_start);
4481         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4482
4483         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4484
4485         if (r_refdef.fog_density && r_drawfog.integer)
4486         {
4487                 r_refdef.fogenabled = true;
4488                 // this is the point where the fog reaches 0.9986 alpha, which we
4489                 // consider a good enough cutoff point for the texture
4490                 // (0.9986 * 256 == 255.6)
4491                 if (r_fog_exp2.integer)
4492                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4493                 else
4494                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4495                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4496                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4497                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4498                 // fog color was already set
4499                 // update the fog texture
4500                 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)
4501                         R_BuildFogTexture();
4502         }
4503         else
4504                 r_refdef.fogenabled = false;
4505
4506         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4507         {
4508                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4509                 {
4510                         // build GLSL gamma texture
4511 #define RAMPWIDTH 256
4512                         unsigned short ramp[RAMPWIDTH * 3];
4513                         unsigned char rampbgr[RAMPWIDTH][4];
4514                         int i;
4515
4516                         r_texture_gammaramps_serial = vid_gammatables_serial;
4517
4518                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4519                         for(i = 0; i < RAMPWIDTH; ++i)
4520                         {
4521                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4522                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4523                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4524                                 rampbgr[i][3] = 0;
4525                         }
4526                         if (r_texture_gammaramps)
4527                         {
4528                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4529                         }
4530                         else
4531                         {
4532                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4533                         }
4534                 }
4535         }
4536         else
4537         {
4538                 // remove GLSL gamma texture
4539         }
4540 }
4541
4542 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4543 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4544 /*
4545 ================
4546 R_SelectScene
4547 ================
4548 */
4549 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4550         if( scenetype != r_currentscenetype ) {
4551                 // store the old scenetype
4552                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4553                 r_currentscenetype = scenetype;
4554                 // move in the new scene
4555                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4556         }
4557 }
4558
4559 /*
4560 ================
4561 R_GetScenePointer
4562 ================
4563 */
4564 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4565 {
4566         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4567         if( scenetype == r_currentscenetype ) {
4568                 return &r_refdef.scene;
4569         } else {
4570                 return &r_scenes_store[ scenetype ];
4571         }
4572 }
4573
4574 /*
4575 ================
4576 R_RenderView
4577 ================
4578 */
4579 void R_RenderView(void)
4580 {
4581         if (r_timereport_active)
4582                 R_TimeReport("start");
4583         r_frame++; // used only by R_GetCurrentTexture
4584         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4585
4586         R_AnimCache_NewFrame();
4587
4588         if (r_refdef.view.isoverlay)
4589         {
4590                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4591                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4592                 R_TimeReport("depthclear");
4593
4594                 r_refdef.view.showdebug = false;
4595
4596                 r_waterstate.enabled = false;
4597                 r_waterstate.numwaterplanes = 0;
4598
4599                 R_RenderScene();
4600
4601                 CHECKGLERROR
4602                 return;
4603         }
4604
4605         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4606                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4607
4608         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4609
4610         // break apart the view matrix into vectors for various purposes
4611         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4612         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4613         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4614         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4615         // make an inverted copy of the view matrix for tracking sprites
4616         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4617
4618         R_Shadow_UpdateWorldLightSelection();
4619
4620         R_Bloom_StartFrame();
4621         R_Water_StartFrame();
4622
4623         CHECKGLERROR
4624         if (r_timereport_active)
4625                 R_TimeReport("viewsetup");
4626
4627         R_ResetViewRendering3D();
4628
4629         if (r_refdef.view.clear || r_refdef.fogenabled)
4630         {
4631                 R_ClearScreen(r_refdef.fogenabled);
4632                 if (r_timereport_active)
4633                         R_TimeReport("viewclear");
4634         }
4635         r_refdef.view.clear = true;
4636
4637         // this produces a bloom texture to be used in R_BlendView() later
4638         if (r_hdr.integer)
4639                 R_HDR_RenderBloomTexture();
4640
4641         r_refdef.view.showdebug = true;
4642
4643         R_View_Update();
4644         if (r_timereport_active)
4645                 R_TimeReport("visibility");
4646
4647         r_waterstate.numwaterplanes = 0;
4648         if (r_waterstate.enabled)
4649                 R_RenderWaterPlanes();
4650
4651         R_RenderScene();
4652         r_waterstate.numwaterplanes = 0;
4653
4654         R_BlendView();
4655         if (r_timereport_active)
4656                 R_TimeReport("blendview");
4657
4658         GL_Scissor(0, 0, vid.width, vid.height);
4659         GL_ScissorTest(false);
4660         CHECKGLERROR
4661 }
4662
4663 void R_RenderWaterPlanes(void)
4664 {
4665         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4666         {
4667                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4668                 if (r_timereport_active)
4669                         R_TimeReport("waterworld");
4670         }
4671
4672         // don't let sound skip if going slow
4673         if (r_refdef.scene.extraupdate)
4674                 S_ExtraUpdate ();
4675
4676         R_DrawModelsAddWaterPlanes();
4677         if (r_timereport_active)
4678                 R_TimeReport("watermodels");
4679
4680         if (r_waterstate.numwaterplanes)
4681         {
4682                 R_Water_ProcessPlanes();
4683                 if (r_timereport_active)
4684                         R_TimeReport("waterscenes");
4685         }
4686 }
4687
4688 extern void R_DrawLightningBeams (void);
4689 extern void VM_CL_AddPolygonsToMeshQueue (void);
4690 extern void R_DrawPortals (void);
4691 extern cvar_t cl_locs_show;
4692 static void R_DrawLocs(void);
4693 static void R_DrawEntityBBoxes(void);
4694 void R_RenderScene(void)
4695 {
4696         r_refdef.stats.renders++;
4697
4698         R_UpdateFogColor();
4699
4700         // don't let sound skip if going slow
4701         if (r_refdef.scene.extraupdate)
4702                 S_ExtraUpdate ();
4703
4704         R_MeshQueue_BeginScene();
4705
4706         R_SkyStartFrame();
4707
4708         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);
4709
4710         if (cl.csqc_vidvars.drawworld)
4711         {
4712                 // don't let sound skip if going slow
4713                 if (r_refdef.scene.extraupdate)
4714                         S_ExtraUpdate ();
4715
4716                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4717                 {
4718                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4719                         if (r_timereport_active)
4720                                 R_TimeReport("worldsky");
4721                 }
4722
4723                 if (R_DrawBrushModelsSky() && r_timereport_active)
4724                         R_TimeReport("bmodelsky");
4725         }
4726
4727         R_AnimCache_CacheVisibleEntities();
4728
4729         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4730         {
4731                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4732                 if (r_timereport_active)
4733                         R_TimeReport("worlddepth");
4734         }
4735         if (r_depthfirst.integer >= 2)
4736         {
4737                 R_DrawModelsDepth();
4738                 if (r_timereport_active)
4739                         R_TimeReport("modeldepth");
4740         }
4741
4742         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4743         {
4744                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4745                 if (r_timereport_active)
4746                         R_TimeReport("world");
4747         }
4748
4749         // don't let sound skip if going slow
4750         if (r_refdef.scene.extraupdate)
4751                 S_ExtraUpdate ();
4752
4753         R_DrawModels();
4754         if (r_timereport_active)
4755                 R_TimeReport("models");
4756
4757         // don't let sound skip if going slow
4758         if (r_refdef.scene.extraupdate)
4759                 S_ExtraUpdate ();
4760
4761         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4762         {
4763                 R_DrawModelShadows();
4764                 R_ResetViewRendering3D();
4765                 // don't let sound skip if going slow
4766                 if (r_refdef.scene.extraupdate)
4767                         S_ExtraUpdate ();
4768         }
4769
4770         R_ShadowVolumeLighting(false);
4771         if (r_timereport_active)
4772                 R_TimeReport("rtlights");
4773
4774         // don't let sound skip if going slow
4775         if (r_refdef.scene.extraupdate)
4776                 S_ExtraUpdate ();
4777
4778         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4779         {
4780                 R_DrawModelShadows();
4781                 R_ResetViewRendering3D();
4782                 // don't let sound skip if going slow
4783                 if (r_refdef.scene.extraupdate)
4784                         S_ExtraUpdate ();
4785         }
4786
4787         if (cl.csqc_vidvars.drawworld)
4788         {
4789                 R_DrawLightningBeams();
4790                 if (r_timereport_active)
4791                         R_TimeReport("lightning");
4792
4793                 R_DrawDecals();
4794                 if (r_timereport_active)
4795                         R_TimeReport("decals");
4796
4797                 R_DrawParticles();
4798                 if (r_timereport_active)
4799                         R_TimeReport("particles");
4800
4801                 R_DrawExplosions();
4802                 if (r_timereport_active)
4803                         R_TimeReport("explosions");
4804         }
4805
4806         R_SetupGenericShader(true);
4807         VM_CL_AddPolygonsToMeshQueue();
4808
4809         if (r_refdef.view.showdebug)
4810         {
4811                 if (cl_locs_show.integer)
4812                 {
4813                         R_DrawLocs();
4814                         if (r_timereport_active)
4815                                 R_TimeReport("showlocs");
4816                 }
4817
4818                 if (r_drawportals.integer)
4819                 {
4820                         R_DrawPortals();
4821                         if (r_timereport_active)
4822                                 R_TimeReport("portals");
4823                 }
4824
4825                 if (r_showbboxes.value > 0)
4826                 {
4827                         R_DrawEntityBBoxes();
4828                         if (r_timereport_active)
4829                                 R_TimeReport("bboxes");
4830                 }
4831         }
4832
4833         R_SetupGenericShader(true);
4834         R_MeshQueue_RenderTransparent();
4835         if (r_timereport_active)
4836                 R_TimeReport("drawtrans");
4837
4838         R_SetupGenericShader(true);
4839
4840         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))
4841         {
4842                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4843                 if (r_timereport_active)
4844                         R_TimeReport("worlddebug");
4845                 R_DrawModelsDebug();
4846                 if (r_timereport_active)
4847                         R_TimeReport("modeldebug");
4848         }
4849
4850         R_SetupGenericShader(true);
4851
4852         if (cl.csqc_vidvars.drawworld)
4853         {
4854                 R_DrawCoronas();
4855                 if (r_timereport_active)
4856                         R_TimeReport("coronas");
4857         }
4858
4859         // don't let sound skip if going slow
4860         if (r_refdef.scene.extraupdate)
4861                 S_ExtraUpdate ();
4862
4863         R_ResetViewRendering2D();
4864 }
4865
4866 static const unsigned short bboxelements[36] =
4867 {
4868         5, 1, 3, 5, 3, 7,
4869         6, 2, 0, 6, 0, 4,
4870         7, 3, 2, 7, 2, 6,
4871         4, 0, 1, 4, 1, 5,
4872         4, 5, 7, 4, 7, 6,
4873         1, 0, 2, 1, 2, 3,
4874 };
4875
4876 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4877 {
4878         int i;
4879         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4880         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4881         GL_DepthMask(false);
4882         GL_DepthRange(0, 1);
4883         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4884         R_Mesh_Matrix(&identitymatrix);
4885         R_Mesh_ResetTextureState();
4886
4887         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4888         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4889         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4890         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4891         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4892         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4893         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4894         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4895         R_FillColors(color4f, 8, cr, cg, cb, ca);
4896         if (r_refdef.fogenabled)
4897         {
4898                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4899                 {
4900                         f1 = FogPoint_World(v);
4901                         f2 = 1 - f1;
4902                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4903                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4904                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4905                 }
4906         }
4907         R_Mesh_VertexPointer(vertex3f, 0, 0);
4908         R_Mesh_ColorPointer(color4f, 0, 0);
4909         R_Mesh_ResetTextureState();
4910         R_SetupGenericShader(false);
4911         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4912 }
4913
4914 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4915 {
4916         int i;
4917         float color[4];
4918         prvm_edict_t *edict;
4919         prvm_prog_t *prog_save = prog;
4920
4921         // this function draws bounding boxes of server entities
4922         if (!sv.active)
4923                 return;
4924
4925         GL_CullFace(GL_NONE);
4926         R_SetupGenericShader(false);
4927
4928         prog = 0;
4929         SV_VM_Begin();
4930         for (i = 0;i < numsurfaces;i++)
4931         {
4932                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4933                 switch ((int)edict->fields.server->solid)
4934                 {
4935                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4936                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4937                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4938                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4939                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4940                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4941                 }
4942                 color[3] *= r_showbboxes.value;
4943                 color[3] = bound(0, color[3], 1);
4944                 GL_DepthTest(!r_showdisabledepthtest.integer);
4945                 GL_CullFace(r_refdef.view.cullface_front);
4946                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4947         }
4948         SV_VM_End();
4949         prog = prog_save;
4950 }
4951
4952 static void R_DrawEntityBBoxes(void)
4953 {
4954         int i;
4955         prvm_edict_t *edict;
4956         vec3_t center;
4957         prvm_prog_t *prog_save = prog;
4958
4959         // this function draws bounding boxes of server entities
4960         if (!sv.active)
4961                 return;
4962
4963         prog = 0;
4964         SV_VM_Begin();
4965         for (i = 0;i < prog->num_edicts;i++)
4966         {
4967                 edict = PRVM_EDICT_NUM(i);
4968                 if (edict->priv.server->free)
4969                         continue;
4970                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4971                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4972                         continue;
4973                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4974                         continue;
4975                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4976                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4977         }
4978         SV_VM_End();
4979         prog = prog_save;
4980 }
4981
4982 unsigned short nomodelelements[24] =
4983 {
4984         5, 2, 0,
4985         5, 1, 2,
4986         5, 0, 3,
4987         5, 3, 1,
4988         0, 2, 4,
4989         2, 1, 4,
4990         3, 0, 4,
4991         1, 3, 4
4992 };
4993
4994 float nomodelvertex3f[6*3] =
4995 {
4996         -16,   0,   0,
4997          16,   0,   0,
4998           0, -16,   0,
4999           0,  16,   0,
5000           0,   0, -16,
5001           0,   0,  16
5002 };
5003
5004 float nomodelcolor4f[6*4] =
5005 {
5006         0.0f, 0.0f, 0.5f, 1.0f,
5007         0.0f, 0.0f, 0.5f, 1.0f,
5008         0.0f, 0.5f, 0.0f, 1.0f,
5009         0.0f, 0.5f, 0.0f, 1.0f,
5010         0.5f, 0.0f, 0.0f, 1.0f,
5011         0.5f, 0.0f, 0.0f, 1.0f
5012 };
5013
5014 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5015 {
5016         int i;
5017         float f1, f2, *c;
5018         float color4f[6*4];
5019         // this is only called once per entity so numsurfaces is always 1, and
5020         // surfacelist is always {0}, so this code does not handle batches
5021         R_Mesh_Matrix(&ent->matrix);
5022
5023         if (ent->flags & EF_ADDITIVE)
5024         {
5025                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5026                 GL_DepthMask(false);
5027         }
5028         else if (ent->alpha < 1)
5029         {
5030                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5031                 GL_DepthMask(false);
5032         }
5033         else
5034         {
5035                 GL_BlendFunc(GL_ONE, GL_ZERO);
5036                 GL_DepthMask(true);
5037         }
5038         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5039         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5040         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5041         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5042         R_SetupGenericShader(false);
5043         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5044         if (r_refdef.fogenabled)
5045         {
5046                 vec3_t org;
5047                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5048                 R_Mesh_ColorPointer(color4f, 0, 0);
5049                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5050                 f1 = FogPoint_World(org);
5051                 f2 = 1 - f1;
5052                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5053                 {
5054                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5055                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5056                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5057                         c[3] *= ent->alpha;
5058                 }
5059         }
5060         else if (ent->alpha != 1)
5061         {
5062                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5063                 R_Mesh_ColorPointer(color4f, 0, 0);
5064                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5065                         c[3] *= ent->alpha;
5066         }
5067         else
5068                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5069         R_Mesh_ResetTextureState();
5070         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5071 }
5072
5073 void R_DrawNoModel(entity_render_t *ent)
5074 {
5075         vec3_t org;
5076         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5077         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5078                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5079         //else
5080         //      R_DrawNoModelCallback(ent, 0);
5081 }
5082
5083 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5084 {
5085         vec3_t right1, right2, diff, normal;
5086
5087         VectorSubtract (org2, org1, normal);
5088
5089         // calculate 'right' vector for start
5090         VectorSubtract (r_refdef.view.origin, org1, diff);
5091         CrossProduct (normal, diff, right1);
5092         VectorNormalize (right1);
5093
5094         // calculate 'right' vector for end
5095         VectorSubtract (r_refdef.view.origin, org2, diff);
5096         CrossProduct (normal, diff, right2);
5097         VectorNormalize (right2);
5098
5099         vert[ 0] = org1[0] + width * right1[0];
5100         vert[ 1] = org1[1] + width * right1[1];
5101         vert[ 2] = org1[2] + width * right1[2];
5102         vert[ 3] = org1[0] - width * right1[0];
5103         vert[ 4] = org1[1] - width * right1[1];
5104         vert[ 5] = org1[2] - width * right1[2];
5105         vert[ 6] = org2[0] - width * right2[0];
5106         vert[ 7] = org2[1] - width * right2[1];
5107         vert[ 8] = org2[2] - width * right2[2];
5108         vert[ 9] = org2[0] + width * right2[0];
5109         vert[10] = org2[1] + width * right2[1];
5110         vert[11] = org2[2] + width * right2[2];
5111 }
5112
5113 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5114
5115 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)
5116 {
5117         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5118         float fog = 1.0f;
5119         float vertex3f[12];
5120
5121         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5122                 fog = FogPoint_World(origin);
5123
5124         R_Mesh_Matrix(&identitymatrix);
5125         GL_BlendFunc(blendfunc1, blendfunc2);
5126
5127         GL_CullFace(GL_NONE);
5128
5129         GL_DepthMask(false);
5130         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5131         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5132         GL_DepthTest(!depthdisable);
5133
5134         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5135         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5136         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5137         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5138         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5139         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5140         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5141         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5142         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5143         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5144         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5145         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5146
5147         R_Mesh_VertexPointer(vertex3f, 0, 0);
5148         R_Mesh_ColorPointer(NULL, 0, 0);
5149         R_Mesh_ResetTextureState();
5150         R_SetupGenericShader(true);
5151         R_Mesh_TexBind(0, R_GetTexture(texture));
5152         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5153         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5154         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5155         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5156
5157         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5158         {
5159                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5160                 GL_BlendFunc(blendfunc1, GL_ONE);
5161                 fog = 1 - fog;
5162                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5163                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5164         }
5165 }
5166
5167 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5168 {
5169         int i;
5170         float *vertex3f;
5171         float v[3];
5172         VectorSet(v, x, y, z);
5173         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5174                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5175                         break;
5176         if (i == mesh->numvertices)
5177         {
5178                 if (mesh->numvertices < mesh->maxvertices)
5179                 {
5180                         VectorCopy(v, vertex3f);
5181                         mesh->numvertices++;
5182                 }
5183                 return mesh->numvertices;
5184         }
5185         else
5186                 return i;
5187 }
5188
5189 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5190 {
5191         int i;
5192         int *e, element[3];
5193         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5194         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5195         e = mesh->element3i + mesh->numtriangles * 3;
5196         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5197         {
5198                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5199                 if (mesh->numtriangles < mesh->maxtriangles)
5200                 {
5201                         *e++ = element[0];
5202                         *e++ = element[1];
5203                         *e++ = element[2];
5204                         mesh->numtriangles++;
5205                 }
5206                 element[1] = element[2];
5207         }
5208 }
5209
5210 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5211 {
5212         int i;
5213         int *e, element[3];
5214         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5215         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5216         e = mesh->element3i + mesh->numtriangles * 3;
5217         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5218         {
5219                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5220                 if (mesh->numtriangles < mesh->maxtriangles)
5221                 {
5222                         *e++ = element[0];
5223                         *e++ = element[1];
5224                         *e++ = element[2];
5225                         mesh->numtriangles++;
5226                 }
5227                 element[1] = element[2];
5228         }
5229 }
5230
5231 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5232 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5233 {
5234         int planenum, planenum2;
5235         int w;
5236         int tempnumpoints;
5237         mplane_t *plane, *plane2;
5238         double maxdist;
5239         double temppoints[2][256*3];
5240         // figure out how large a bounding box we need to properly compute this brush
5241         maxdist = 0;
5242         for (w = 0;w < numplanes;w++)
5243                 maxdist = max(maxdist, planes[w].dist);
5244         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5245         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5246         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5247         {
5248                 w = 0;
5249                 tempnumpoints = 4;
5250                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5251                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5252                 {
5253                         if (planenum2 == planenum)
5254                                 continue;
5255                         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);
5256                         w = !w;
5257                 }
5258                 if (tempnumpoints < 3)
5259                         continue;
5260                 // generate elements forming a triangle fan for this polygon
5261                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5262         }
5263 }
5264
5265 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)
5266 {
5267         texturelayer_t *layer;
5268         layer = t->currentlayers + t->currentnumlayers++;
5269         layer->type = type;
5270         layer->depthmask = depthmask;
5271         layer->blendfunc1 = blendfunc1;
5272         layer->blendfunc2 = blendfunc2;
5273         layer->texture = texture;
5274         layer->texmatrix = *matrix;
5275         layer->color[0] = r * r_refdef.view.colorscale;
5276         layer->color[1] = g * r_refdef.view.colorscale;
5277         layer->color[2] = b * r_refdef.view.colorscale;
5278         layer->color[3] = a;
5279 }
5280
5281 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5282 {
5283         double index, f;
5284         index = parms[2] + r_refdef.scene.time * parms[3];
5285         index -= floor(index);
5286         switch (func)
5287         {
5288         default:
5289         case Q3WAVEFUNC_NONE:
5290         case Q3WAVEFUNC_NOISE:
5291         case Q3WAVEFUNC_COUNT:
5292                 f = 0;
5293                 break;
5294         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5295         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5296         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5297         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5298         case Q3WAVEFUNC_TRIANGLE:
5299                 index *= 4;
5300                 f = index - floor(index);
5301                 if (index < 1)
5302                         f = f;
5303                 else if (index < 2)
5304                         f = 1 - f;
5305                 else if (index < 3)
5306                         f = -f;
5307                 else
5308                         f = -(1 - f);
5309                 break;
5310         }
5311         return (float)(parms[0] + parms[1] * f);
5312 }
5313
5314 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5315 {
5316         int w, h, idx;
5317         float f;
5318         float tcmat[12];
5319         matrix4x4_t matrix, temp;
5320         switch(tcmod->tcmod)
5321         {
5322                 case Q3TCMOD_COUNT:
5323                 case Q3TCMOD_NONE:
5324                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5325                                 matrix = r_waterscrollmatrix;
5326                         else
5327                                 matrix = identitymatrix;
5328                         break;
5329                 case Q3TCMOD_ENTITYTRANSLATE:
5330                         // this is used in Q3 to allow the gamecode to control texcoord
5331                         // scrolling on the entity, which is not supported in darkplaces yet.
5332                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5333                         break;
5334                 case Q3TCMOD_ROTATE:
5335                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5336                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5337                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5338                         break;
5339                 case Q3TCMOD_SCALE:
5340                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5341                         break;
5342                 case Q3TCMOD_SCROLL:
5343                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5344                         break;
5345                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5346                         w = (int) tcmod->parms[0];
5347                         h = (int) tcmod->parms[1];
5348                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5349                         f = f - floor(f);
5350                         idx = (int) floor(f * w * h);
5351                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5352                         break;
5353                 case Q3TCMOD_STRETCH:
5354                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5355                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5356                         break;
5357                 case Q3TCMOD_TRANSFORM:
5358                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5359                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5360                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5361                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5362                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5363                         break;
5364                 case Q3TCMOD_TURBULENT:
5365                         // this is handled in the RSurf_PrepareVertices function
5366                         matrix = identitymatrix;
5367                         break;
5368         }
5369         temp = *texmatrix;
5370         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5371 }
5372
5373 texture_t *R_GetCurrentTexture(texture_t *t)
5374 {
5375         int i;
5376         const entity_render_t *ent = rsurface.entity;
5377         dp_model_t *model = ent->model;
5378         q3shaderinfo_layer_tcmod_t *tcmod;
5379
5380         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5381                 return t->currentframe;
5382         t->update_lastrenderframe = r_frame;
5383         t->update_lastrenderentity = (void *)ent;
5384
5385         // switch to an alternate material if this is a q1bsp animated material
5386         {
5387                 texture_t *texture = t;
5388                 int s = ent->skinnum;
5389                 if ((unsigned int)s >= (unsigned int)model->numskins)
5390                         s = 0;
5391                 if (model->skinscenes)
5392                 {
5393                         if (model->skinscenes[s].framecount > 1)
5394                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5395                         else
5396                                 s = model->skinscenes[s].firstframe;
5397                 }
5398                 if (s > 0)
5399                         t = t + s * model->num_surfaces;
5400                 if (t->animated)
5401                 {
5402                         // use an alternate animation if the entity's frame is not 0,
5403                         // and only if the texture has an alternate animation
5404                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5405                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5406                         else
5407                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5408                 }
5409                 texture->currentframe = t;
5410         }
5411
5412         // update currentskinframe to be a qw skin or animation frame
5413         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5414         {
5415                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5416                 {
5417                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5418                         if (developer_loading.integer)
5419                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5420                         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);
5421                 }
5422                 t->currentskinframe = r_qwskincache_skinframe[i];
5423                 if (t->currentskinframe == NULL)
5424                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5425         }
5426         else if (t->numskinframes >= 2)
5427                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5428         if (t->backgroundnumskinframes >= 2)
5429                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5430
5431         t->currentmaterialflags = t->basematerialflags;
5432         t->currentalpha = ent->alpha;
5433         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5434                 t->currentalpha *= r_wateralpha.value;
5435         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5436                 t->currentalpha *= t->r_water_wateralpha;
5437         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5438                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5439         if (!(ent->flags & RENDER_LIGHT))
5440                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5441         else if (rsurface.modeltexcoordlightmap2f == NULL)
5442         {
5443                 // pick a model lighting mode
5444                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5445                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5446                 else
5447                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5448         }
5449         if (ent->effects & EF_ADDITIVE)
5450                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5451         else if (t->currentalpha < 1)
5452                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5453         if (ent->effects & EF_DOUBLESIDED)
5454                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5455         if (ent->effects & EF_NODEPTHTEST)
5456                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5457         if (ent->flags & RENDER_VIEWMODEL)
5458                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5459         if (t->backgroundnumskinframes)
5460                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5461         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5462         {
5463                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5464                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5465         }
5466         else
5467                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5468
5469         // there is no tcmod
5470         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5471         {
5472                 t->currenttexmatrix = r_waterscrollmatrix;
5473                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5474         }
5475         else
5476         {
5477                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5478                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5479         }
5480
5481         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5482                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5483         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5484                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5485
5486         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5487         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5488         t->glosstexture = r_texture_black;
5489         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5490         t->backgroundglosstexture = r_texture_black;
5491         t->specularpower = r_shadow_glossexponent.value;
5492         // TODO: store reference values for these in the texture?
5493         t->specularscale = 0;
5494         if (r_shadow_gloss.integer > 0)
5495         {
5496                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5497                 {
5498                         if (r_shadow_glossintensity.value > 0)
5499                         {
5500                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5501                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5502                                 t->specularscale = r_shadow_glossintensity.value;
5503                         }
5504                 }
5505                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5506                 {
5507                         t->glosstexture = r_texture_white;
5508                         t->backgroundglosstexture = r_texture_white;
5509                         t->specularscale = r_shadow_gloss2intensity.value;
5510                 }
5511         }
5512
5513         // lightmaps mode looks bad with dlights using actual texturing, so turn
5514         // off the colormap and glossmap, but leave the normalmap on as it still
5515         // accurately represents the shading involved
5516         if (gl_lightmaps.integer)
5517         {
5518                 t->basetexture = r_texture_grey128;
5519                 t->backgroundbasetexture = NULL;
5520                 t->specularscale = 0;
5521                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5522         }
5523
5524         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5525         VectorClear(t->dlightcolor);
5526         t->currentnumlayers = 0;
5527         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5528         {
5529                 int layerflags = 0;
5530                 int blendfunc1, blendfunc2;
5531                 qboolean depthmask;
5532                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5533                 {
5534                         blendfunc1 = GL_SRC_ALPHA;
5535                         blendfunc2 = GL_ONE;
5536                 }
5537                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5538                 {
5539                         blendfunc1 = GL_SRC_ALPHA;
5540                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5541                 }
5542                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5543                 {
5544                         blendfunc1 = t->customblendfunc[0];
5545                         blendfunc2 = t->customblendfunc[1];
5546                 }
5547                 else
5548                 {
5549                         blendfunc1 = GL_ONE;
5550                         blendfunc2 = GL_ZERO;
5551                 }
5552                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5553                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5554                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5555                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5556                 {
5557                         // fullbright is not affected by r_refdef.lightmapintensity
5558                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5559                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5560                                 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]);
5561                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5562                                 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]);
5563                 }
5564                 else
5565                 {
5566                         vec3_t ambientcolor;
5567                         float colorscale;
5568                         // set the color tint used for lights affecting this surface
5569                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5570                         colorscale = 2;
5571                         // q3bsp has no lightmap updates, so the lightstylevalue that
5572                         // would normally be baked into the lightmap must be
5573                         // applied to the color
5574                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5575                         if (ent->model->type == mod_brushq3)
5576                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5577                         colorscale *= r_refdef.lightmapintensity;
5578                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5579                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5580                         // basic lit geometry
5581                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5582                         // add pants/shirt if needed
5583                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5584                                 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]);
5585                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5586                                 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]);
5587                         // now add ambient passes if needed
5588                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5589                         {
5590                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5591                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5592                                         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]);
5593                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5594                                         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]);
5595                         }
5596                 }
5597                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5598                         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]);
5599                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5600                 {
5601                         // if this is opaque use alpha blend which will darken the earlier
5602                         // passes cheaply.
5603                         //
5604                         // if this is an alpha blended material, all the earlier passes
5605                         // were darkened by fog already, so we only need to add the fog
5606                         // color ontop through the fog mask texture
5607                         //
5608                         // if this is an additive blended material, all the earlier passes
5609                         // were darkened by fog already, and we should not add fog color
5610                         // (because the background was not darkened, there is no fog color
5611                         // that was lost behind it).
5612                         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]);
5613                 }
5614         }
5615
5616         return t->currentframe;
5617 }
5618
5619 rsurfacestate_t rsurface;
5620
5621 void R_Mesh_ResizeArrays(int newvertices)
5622 {
5623         float *base;
5624         if (rsurface.array_size >= newvertices)
5625                 return;
5626         if (rsurface.array_modelvertex3f)
5627                 Mem_Free(rsurface.array_modelvertex3f);
5628         rsurface.array_size = (newvertices + 1023) & ~1023;
5629         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5630         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5631         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5632         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5633         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5634         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5635         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5636         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5637         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5638         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5639         rsurface.array_color4f           = base + rsurface.array_size * 27;
5640         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5641 }
5642
5643 void RSurf_ActiveWorldEntity(void)
5644 {
5645         dp_model_t *model = r_refdef.scene.worldmodel;
5646         //if (rsurface.entity == r_refdef.scene.worldentity)
5647         //      return;
5648         rsurface.entity = r_refdef.scene.worldentity;
5649         if (rsurface.array_size < model->surfmesh.num_vertices)
5650                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5651         rsurface.matrix = identitymatrix;
5652         rsurface.inversematrix = identitymatrix;
5653         R_Mesh_Matrix(&identitymatrix);
5654         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5655         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5656         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5657         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5658         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5659         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5660         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5661         rsurface.frameblend[0].lerp = 1;
5662         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5663         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5664         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5665         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5666         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5667         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5668         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5669         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5670         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5671         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5672         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5673         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5674         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5675         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5676         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5677         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5678         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5679         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5680         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5681         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5682         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5683         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5684         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5685         rsurface.modelelement3i = model->surfmesh.data_element3i;
5686         rsurface.modelelement3s = model->surfmesh.data_element3s;
5687         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5688         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5689         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5690         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5691         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5692         rsurface.modelsurfaces = model->data_surfaces;
5693         rsurface.generatedvertex = false;
5694         rsurface.vertex3f  = rsurface.modelvertex3f;
5695         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5696         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5697         rsurface.svector3f = rsurface.modelsvector3f;
5698         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5699         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5700         rsurface.tvector3f = rsurface.modeltvector3f;
5701         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5702         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5703         rsurface.normal3f  = rsurface.modelnormal3f;
5704         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5705         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5706         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5707 }
5708
5709 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5710 {
5711         dp_model_t *model = ent->model;
5712         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5713         //      return;
5714         rsurface.entity = (entity_render_t *)ent;
5715         if (rsurface.array_size < model->surfmesh.num_vertices)
5716                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5717         rsurface.matrix = ent->matrix;
5718         rsurface.inversematrix = ent->inversematrix;
5719         R_Mesh_Matrix(&rsurface.matrix);
5720         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5721         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5722         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5723         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5724         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5725         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5726         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5727         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5728         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5729         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5730         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5731         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5732         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5733         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5734         if (ent->model->brush.submodel)
5735         {
5736                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5737                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5738         }
5739         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5740         {
5741                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5742                 {
5743                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5744                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5745                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5746                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5747                 }
5748                 else if (wanttangents)
5749                 {
5750                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5751                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5752                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5753                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5754                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5755                 }
5756                 else if (wantnormals)
5757                 {
5758                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5759                         rsurface.modelsvector3f = NULL;
5760                         rsurface.modeltvector3f = NULL;
5761                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5762                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5763                 }
5764                 else
5765                 {
5766                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5767                         rsurface.modelsvector3f = NULL;
5768                         rsurface.modeltvector3f = NULL;
5769                         rsurface.modelnormal3f = NULL;
5770                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5771                 }
5772                 rsurface.modelvertex3f_bufferobject = 0;
5773                 rsurface.modelvertex3f_bufferoffset = 0;
5774                 rsurface.modelsvector3f_bufferobject = 0;
5775                 rsurface.modelsvector3f_bufferoffset = 0;
5776                 rsurface.modeltvector3f_bufferobject = 0;
5777                 rsurface.modeltvector3f_bufferoffset = 0;
5778                 rsurface.modelnormal3f_bufferobject = 0;
5779                 rsurface.modelnormal3f_bufferoffset = 0;
5780                 rsurface.generatedvertex = true;
5781         }
5782         else
5783         {
5784                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5785                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5786                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5787                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5788                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5789                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5790                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5791                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5792                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5793                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5794                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5795                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5796                 rsurface.generatedvertex = false;
5797         }
5798         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5799         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5800         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5801         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5802         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5803         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5804         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5805         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5806         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5807         rsurface.modelelement3i = model->surfmesh.data_element3i;
5808         rsurface.modelelement3s = model->surfmesh.data_element3s;
5809         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5810         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5811         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5812         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5813         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5814         rsurface.modelsurfaces = model->data_surfaces;
5815         rsurface.vertex3f  = rsurface.modelvertex3f;
5816         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5817         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5818         rsurface.svector3f = rsurface.modelsvector3f;
5819         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5820         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5821         rsurface.tvector3f = rsurface.modeltvector3f;
5822         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5823         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5824         rsurface.normal3f  = rsurface.modelnormal3f;
5825         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5826         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5827         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5828 }
5829
5830 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5831 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5832 {
5833         int deformindex;
5834         int texturesurfaceindex;
5835         int i, j;
5836         float amplitude;
5837         float animpos;
5838         float scale;
5839         const float *v1, *in_tc;
5840         float *out_tc;
5841         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5842         float waveparms[4];
5843         q3shaderinfo_deform_t *deform;
5844         // 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
5845         if (rsurface.generatedvertex)
5846         {
5847                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5848                         generatenormals = true;
5849                 for (i = 0;i < Q3MAXDEFORMS;i++)
5850                 {
5851                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5852                         {
5853                                 generatetangents = true;
5854                                 generatenormals = true;
5855                         }
5856                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5857                                 generatenormals = true;
5858                 }
5859                 if (generatenormals && !rsurface.modelnormal3f)
5860                 {
5861                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5862                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5863                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5864                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5865                 }
5866                 if (generatetangents && !rsurface.modelsvector3f)
5867                 {
5868                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5869                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5870                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5871                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5872                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5873                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5874                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5875                 }
5876         }
5877         rsurface.vertex3f  = rsurface.modelvertex3f;
5878         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5879         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5880         rsurface.svector3f = rsurface.modelsvector3f;
5881         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5882         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5883         rsurface.tvector3f = rsurface.modeltvector3f;
5884         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5885         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5886         rsurface.normal3f  = rsurface.modelnormal3f;
5887         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5888         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5889         // if vertices are deformed (sprite flares and things in maps, possibly
5890         // water waves, bulges and other deformations), generate them into
5891         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5892         // (may be static model data or generated data for an animated model, or
5893         //  the previous deform pass)
5894         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5895         {
5896                 switch (deform->deform)
5897                 {
5898                 default:
5899                 case Q3DEFORM_PROJECTIONSHADOW:
5900                 case Q3DEFORM_TEXT0:
5901                 case Q3DEFORM_TEXT1:
5902                 case Q3DEFORM_TEXT2:
5903                 case Q3DEFORM_TEXT3:
5904                 case Q3DEFORM_TEXT4:
5905                 case Q3DEFORM_TEXT5:
5906                 case Q3DEFORM_TEXT6:
5907                 case Q3DEFORM_TEXT7:
5908                 case Q3DEFORM_NONE:
5909                         break;
5910                 case Q3DEFORM_AUTOSPRITE:
5911                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5912                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5913                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5914                         VectorNormalize(newforward);
5915                         VectorNormalize(newright);
5916                         VectorNormalize(newup);
5917                         // make deformed versions of only the model vertices used by the specified surfaces
5918                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5919                         {
5920                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5921                                 // a single autosprite surface can contain multiple sprites...
5922                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5923                                 {
5924                                         VectorClear(center);
5925                                         for (i = 0;i < 4;i++)
5926                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5927                                         VectorScale(center, 0.25f, center);
5928                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5929                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5930                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5931                                         for (i = 0;i < 4;i++)
5932                                         {
5933                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5934                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5935                                         }
5936                                 }
5937                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5938                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5939                         }
5940                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5941                         rsurface.vertex3f_bufferobject = 0;
5942                         rsurface.vertex3f_bufferoffset = 0;
5943                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5944                         rsurface.svector3f_bufferobject = 0;
5945                         rsurface.svector3f_bufferoffset = 0;
5946                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5947                         rsurface.tvector3f_bufferobject = 0;
5948                         rsurface.tvector3f_bufferoffset = 0;
5949                         rsurface.normal3f = rsurface.array_deformednormal3f;
5950                         rsurface.normal3f_bufferobject = 0;
5951                         rsurface.normal3f_bufferoffset = 0;
5952                         break;
5953                 case Q3DEFORM_AUTOSPRITE2:
5954                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5955                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5956                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5957                         VectorNormalize(newforward);
5958                         VectorNormalize(newright);
5959                         VectorNormalize(newup);
5960                         // make deformed versions of only the model vertices used by the specified surfaces
5961                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5962                         {
5963                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5964                                 const float *v1, *v2;
5965                                 vec3_t start, end;
5966                                 float f, l;
5967                                 struct
5968                                 {
5969                                         float length2;
5970                                         const float *v1;
5971                                         const float *v2;
5972                                 }
5973                                 shortest[2];
5974                                 memset(shortest, 0, sizeof(shortest));
5975                                 // a single autosprite surface can contain multiple sprites...
5976                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5977                                 {
5978                                         VectorClear(center);
5979                                         for (i = 0;i < 4;i++)
5980                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5981                                         VectorScale(center, 0.25f, center);
5982                                         // find the two shortest edges, then use them to define the
5983                                         // axis vectors for rotating around the central axis
5984                                         for (i = 0;i < 6;i++)
5985                                         {
5986                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5987                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5988 #if 0
5989                                                 Debug_PolygonBegin(NULL, 0);
5990                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5991                                                 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);
5992                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5993                                                 Debug_PolygonEnd();
5994 #endif
5995                                                 l = VectorDistance2(v1, v2);
5996                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5997                                                 if (v1[2] != v2[2])
5998                                                         l += (1.0f / 1024.0f);
5999                                                 if (shortest[0].length2 > l || i == 0)
6000                                                 {
6001                                                         shortest[1] = shortest[0];
6002                                                         shortest[0].length2 = l;
6003                                                         shortest[0].v1 = v1;
6004                                                         shortest[0].v2 = v2;
6005                                                 }
6006                                                 else if (shortest[1].length2 > l || i == 1)
6007                                                 {
6008                                                         shortest[1].length2 = l;
6009                                                         shortest[1].v1 = v1;
6010                                                         shortest[1].v2 = v2;
6011                                                 }
6012                                         }
6013                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6014                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6015 #if 0
6016                                         Debug_PolygonBegin(NULL, 0);
6017                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6018                                         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);
6019                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6020                                         Debug_PolygonEnd();
6021 #endif
6022                                         // this calculates the right vector from the shortest edge
6023                                         // and the up vector from the edge midpoints
6024                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6025                                         VectorNormalize(right);
6026                                         VectorSubtract(end, start, up);
6027                                         VectorNormalize(up);
6028                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6029                                         VectorSubtract(rsurface.modelorg, center, forward);
6030                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6031                                         VectorNegate(forward, forward);
6032                                         VectorReflect(forward, 0, up, forward);
6033                                         VectorNormalize(forward);
6034                                         CrossProduct(up, forward, newright);
6035                                         VectorNormalize(newright);
6036 #if 0
6037                                         Debug_PolygonBegin(NULL, 0);
6038                                         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);
6039                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6040                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6041                                         Debug_PolygonEnd();
6042 #endif
6043 #if 0
6044                                         Debug_PolygonBegin(NULL, 0);
6045                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6046                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6047                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6048                                         Debug_PolygonEnd();
6049 #endif
6050                                         // rotate the quad around the up axis vector, this is made
6051                                         // especially easy by the fact we know the quad is flat,
6052                                         // so we only have to subtract the center position and
6053                                         // measure distance along the right vector, and then
6054                                         // multiply that by the newright vector and add back the
6055                                         // center position
6056                                         // we also need to subtract the old position to undo the
6057                                         // displacement from the center, which we do with a
6058                                         // DotProduct, the subtraction/addition of center is also
6059                                         // optimized into DotProducts here
6060                                         l = DotProduct(right, center);
6061                                         for (i = 0;i < 4;i++)
6062                                         {
6063                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6064                                                 f = DotProduct(right, v1) - l;
6065                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6066                                         }
6067                                 }
6068                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6069                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6070                         }
6071                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6072                         rsurface.vertex3f_bufferobject = 0;
6073                         rsurface.vertex3f_bufferoffset = 0;
6074                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6075                         rsurface.svector3f_bufferobject = 0;
6076                         rsurface.svector3f_bufferoffset = 0;
6077                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6078                         rsurface.tvector3f_bufferobject = 0;
6079                         rsurface.tvector3f_bufferoffset = 0;
6080                         rsurface.normal3f = rsurface.array_deformednormal3f;
6081                         rsurface.normal3f_bufferobject = 0;
6082                         rsurface.normal3f_bufferoffset = 0;
6083                         break;
6084                 case Q3DEFORM_NORMAL:
6085                         // deform the normals to make reflections wavey
6086                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6087                         {
6088                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6089                                 for (j = 0;j < surface->num_vertices;j++)
6090                                 {
6091                                         float vertex[3];
6092                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6093                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6094                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6095                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6096                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6097                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6098                                         VectorNormalize(normal);
6099                                 }
6100                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6101                         }
6102                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6103                         rsurface.svector3f_bufferobject = 0;
6104                         rsurface.svector3f_bufferoffset = 0;
6105                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6106                         rsurface.tvector3f_bufferobject = 0;
6107                         rsurface.tvector3f_bufferoffset = 0;
6108                         rsurface.normal3f = rsurface.array_deformednormal3f;
6109                         rsurface.normal3f_bufferobject = 0;
6110                         rsurface.normal3f_bufferoffset = 0;
6111                         break;
6112                 case Q3DEFORM_WAVE:
6113                         // deform vertex array to make wavey water and flags and such
6114                         waveparms[0] = deform->waveparms[0];
6115                         waveparms[1] = deform->waveparms[1];
6116                         waveparms[2] = deform->waveparms[2];
6117                         waveparms[3] = deform->waveparms[3];
6118                         // this is how a divisor of vertex influence on deformation
6119                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6120                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6121                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6122                         {
6123                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6124                                 for (j = 0;j < surface->num_vertices;j++)
6125                                 {
6126                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6127                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6128                                         // if the wavefunc depends on time, evaluate it per-vertex
6129                                         if (waveparms[3])
6130                                         {
6131                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6132                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6133                                         }
6134                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6135                                 }
6136                         }
6137                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6138                         rsurface.vertex3f_bufferobject = 0;
6139                         rsurface.vertex3f_bufferoffset = 0;
6140                         break;
6141                 case Q3DEFORM_BULGE:
6142                         // deform vertex array to make the surface have moving bulges
6143                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6144                         {
6145                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6146                                 for (j = 0;j < surface->num_vertices;j++)
6147                                 {
6148                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6149                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6150                                 }
6151                         }
6152                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6153                         rsurface.vertex3f_bufferobject = 0;
6154                         rsurface.vertex3f_bufferoffset = 0;
6155                         break;
6156                 case Q3DEFORM_MOVE:
6157                         // deform vertex array
6158                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6159                         VectorScale(deform->parms, scale, waveparms);
6160                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6161                         {
6162                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6163                                 for (j = 0;j < surface->num_vertices;j++)
6164                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6165                         }
6166                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6167                         rsurface.vertex3f_bufferobject = 0;
6168                         rsurface.vertex3f_bufferoffset = 0;
6169                         break;
6170                 }
6171         }
6172         // generate texcoords based on the chosen texcoord source
6173         switch(rsurface.texture->tcgen.tcgen)
6174         {
6175         default:
6176         case Q3TCGEN_TEXTURE:
6177                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6178                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6179                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6180                 break;
6181         case Q3TCGEN_LIGHTMAP:
6182                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6183                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6184                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6185                 break;
6186         case Q3TCGEN_VECTOR:
6187                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6188                 {
6189                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6190                         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)
6191                         {
6192                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6193                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6194                         }
6195                 }
6196                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6197                 rsurface.texcoordtexture2f_bufferobject  = 0;
6198                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6199                 break;
6200         case Q3TCGEN_ENVIRONMENT:
6201                 // make environment reflections using a spheremap
6202                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6203                 {
6204                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6205                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6206                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6207                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6208                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6209                         {
6210                                 // identical to Q3A's method, but executed in worldspace so
6211                                 // carried models can be shiny too
6212
6213                                 float viewer[3], d, reflected[3], worldreflected[3];
6214
6215                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6216                                 // VectorNormalize(viewer);
6217
6218                                 d = DotProduct(normal, viewer);
6219
6220                                 reflected[0] = normal[0]*2*d - viewer[0];
6221                                 reflected[1] = normal[1]*2*d - viewer[1];
6222                                 reflected[2] = normal[2]*2*d - viewer[2];
6223                                 // note: this is proportinal to viewer, so we can normalize later
6224
6225                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6226                                 VectorNormalize(worldreflected);
6227
6228                                 // note: this sphere map only uses world x and z!
6229                                 // so positive and negative y will LOOK THE SAME.
6230                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6231                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6232                         }
6233                 }
6234                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6235                 rsurface.texcoordtexture2f_bufferobject  = 0;
6236                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6237                 break;
6238         }
6239         // the only tcmod that needs software vertex processing is turbulent, so
6240         // check for it here and apply the changes if needed
6241         // and we only support that as the first one
6242         // (handling a mixture of turbulent and other tcmods would be problematic
6243         //  without punting it entirely to a software path)
6244         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6245         {
6246                 amplitude = rsurface.texture->tcmods[0].parms[1];
6247                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6248                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6249                 {
6250                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6251                         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)
6252                         {
6253                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6254                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6255                         }
6256                 }
6257                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6258                 rsurface.texcoordtexture2f_bufferobject  = 0;
6259                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6260         }
6261         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6262         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6263         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6264         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6265 }
6266
6267 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6268 {
6269         int i, j;
6270         const msurface_t *surface = texturesurfacelist[0];
6271         const msurface_t *surface2;
6272         int firstvertex;
6273         int endvertex;
6274         int numvertices;
6275         int numtriangles;
6276         // TODO: lock all array ranges before render, rather than on each surface
6277         if (texturenumsurfaces == 1)
6278         {
6279                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6280                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6281         }
6282         else if (r_batchmode.integer == 2)
6283         {
6284                 #define MAXBATCHTRIANGLES 4096
6285                 int batchtriangles = 0;
6286                 int batchelements[MAXBATCHTRIANGLES*3];
6287                 for (i = 0;i < texturenumsurfaces;i = j)
6288                 {
6289                         surface = texturesurfacelist[i];
6290                         j = i + 1;
6291                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6292                         {
6293                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6294                                 continue;
6295                         }
6296                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6297                         batchtriangles = surface->num_triangles;
6298                         firstvertex = surface->num_firstvertex;
6299                         endvertex = surface->num_firstvertex + surface->num_vertices;
6300                         for (;j < texturenumsurfaces;j++)
6301                         {
6302                                 surface2 = texturesurfacelist[j];
6303                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6304                                         break;
6305                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6306                                 batchtriangles += surface2->num_triangles;
6307                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6308                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6309                         }
6310                         surface2 = texturesurfacelist[j-1];
6311                         numvertices = endvertex - firstvertex;
6312                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6313                 }
6314         }
6315         else if (r_batchmode.integer == 1)
6316         {
6317                 for (i = 0;i < texturenumsurfaces;i = j)
6318                 {
6319                         surface = texturesurfacelist[i];
6320                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6321                                 if (texturesurfacelist[j] != surface2)
6322                                         break;
6323                         surface2 = texturesurfacelist[j-1];
6324                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6325                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6326                         GL_LockArrays(surface->num_firstvertex, numvertices);
6327                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6328                 }
6329         }
6330         else
6331         {
6332                 for (i = 0;i < texturenumsurfaces;i++)
6333                 {
6334                         surface = texturesurfacelist[i];
6335                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6336                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6337                 }
6338         }
6339 }
6340
6341 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6342 {
6343         int i, planeindex, vertexindex;
6344         float d, bestd;
6345         vec3_t vert;
6346         const float *v;
6347         r_waterstate_waterplane_t *p, *bestp;
6348         msurface_t *surface;
6349         if (r_waterstate.renderingscene)
6350                 return;
6351         for (i = 0;i < texturenumsurfaces;i++)
6352         {
6353                 surface = texturesurfacelist[i];
6354                 if (lightmaptexunit >= 0)
6355                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6356                 if (deluxemaptexunit >= 0)
6357                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6358                 // pick the closest matching water plane
6359                 bestd = 0;
6360                 bestp = NULL;
6361                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6362                 {
6363                         d = 0;
6364                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6365                         {
6366                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6367                                 d += fabs(PlaneDiff(vert, &p->plane));
6368                         }
6369                         if (bestd > d || !bestp)
6370                         {
6371                                 bestd = d;
6372                                 bestp = p;
6373                         }
6374                 }
6375                 if (bestp)
6376                 {
6377                         if (refractiontexunit >= 0)
6378                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6379                         if (reflectiontexunit >= 0)
6380                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6381                 }
6382                 else
6383                 {
6384                         if (refractiontexunit >= 0)
6385                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6386                         if (reflectiontexunit >= 0)
6387                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6388                 }
6389                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6390                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6391         }
6392 }
6393
6394 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6395 {
6396         int i;
6397         int j;
6398         const msurface_t *surface = texturesurfacelist[0];
6399         const msurface_t *surface2;
6400         int firstvertex;
6401         int endvertex;
6402         int numvertices;
6403         int numtriangles;
6404         // TODO: lock all array ranges before render, rather than on each surface
6405         if (texturenumsurfaces == 1)
6406         {
6407                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6408                 if (deluxemaptexunit >= 0)
6409                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6410                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6411                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6412         }
6413         else if (r_batchmode.integer == 2)
6414         {
6415                 #define MAXBATCHTRIANGLES 4096
6416                 int batchtriangles = 0;
6417                 int batchelements[MAXBATCHTRIANGLES*3];
6418                 for (i = 0;i < texturenumsurfaces;i = j)
6419                 {
6420                         surface = texturesurfacelist[i];
6421                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6422                         if (deluxemaptexunit >= 0)
6423                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6424                         j = i + 1;
6425                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6426                         {
6427                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6428                                 continue;
6429                         }
6430                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6431                         batchtriangles = surface->num_triangles;
6432                         firstvertex = surface->num_firstvertex;
6433                         endvertex = surface->num_firstvertex + surface->num_vertices;
6434                         for (;j < texturenumsurfaces;j++)
6435                         {
6436                                 surface2 = texturesurfacelist[j];
6437                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6438                                         break;
6439                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6440                                 batchtriangles += surface2->num_triangles;
6441                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6442                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6443                         }
6444                         surface2 = texturesurfacelist[j-1];
6445                         numvertices = endvertex - firstvertex;
6446                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6447                 }
6448         }
6449         else if (r_batchmode.integer == 1)
6450         {
6451 #if 0
6452                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6453                 for (i = 0;i < texturenumsurfaces;i = j)
6454                 {
6455                         surface = texturesurfacelist[i];
6456                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6457                                 if (texturesurfacelist[j] != surface2)
6458                                         break;
6459                         Con_Printf(" %i", j - i);
6460                 }
6461                 Con_Printf("\n");
6462                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6463 #endif
6464                 for (i = 0;i < texturenumsurfaces;i = j)
6465                 {
6466                         surface = texturesurfacelist[i];
6467                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6468                         if (deluxemaptexunit >= 0)
6469                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6470                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6471                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6472                                         break;
6473 #if 0
6474                         Con_Printf(" %i", j - i);
6475 #endif
6476                         surface2 = texturesurfacelist[j-1];
6477                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6478                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6479                         GL_LockArrays(surface->num_firstvertex, numvertices);
6480                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6481                 }
6482 #if 0
6483                 Con_Printf("\n");
6484 #endif
6485         }
6486         else
6487         {
6488                 for (i = 0;i < texturenumsurfaces;i++)
6489                 {
6490                         surface = texturesurfacelist[i];
6491                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6492                         if (deluxemaptexunit >= 0)
6493                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6494                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6495                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6496                 }
6497         }
6498 }
6499
6500 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6501 {
6502         int j;
6503         int texturesurfaceindex;
6504         if (r_showsurfaces.integer == 2)
6505         {
6506                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6507                 {
6508                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6509                         for (j = 0;j < surface->num_triangles;j++)
6510                         {
6511                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6512                                 GL_Color(f, f, f, 1);
6513                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6514                         }
6515                 }
6516         }
6517         else
6518         {
6519                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6520                 {
6521                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6522                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6523                         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);
6524                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6525                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6526                 }
6527         }
6528 }
6529
6530 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6531 {
6532         int texturesurfaceindex;
6533         int i;
6534         float *v, *c2;
6535         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6536         {
6537                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6538                 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)
6539                 {
6540                         c2[0] = 0.5;
6541                         c2[1] = 0.5;
6542                         c2[2] = 0.5;
6543                         c2[3] = 1;
6544                 }
6545         }
6546         rsurface.lightmapcolor4f = rsurface.array_color4f;
6547         rsurface.lightmapcolor4f_bufferobject = 0;
6548         rsurface.lightmapcolor4f_bufferoffset = 0;
6549 }
6550
6551 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6552 {
6553         int texturesurfaceindex;
6554         int i;
6555         float f;
6556         float *v, *c, *c2;
6557         if (rsurface.lightmapcolor4f)
6558         {
6559                 // generate color arrays for the surfaces in this list
6560                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6561                 {
6562                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6563                         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)
6564                         {
6565                                 f = FogPoint_Model(v);
6566                                 c2[0] = c[0] * f;
6567                                 c2[1] = c[1] * f;
6568                                 c2[2] = c[2] * f;
6569                                 c2[3] = c[3];
6570                         }
6571                 }
6572         }
6573         else
6574         {
6575                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6576                 {
6577                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6578                         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)
6579                         {
6580                                 f = FogPoint_Model(v);
6581                                 c2[0] = f;
6582                                 c2[1] = f;
6583                                 c2[2] = f;
6584                                 c2[3] = 1;
6585                         }
6586                 }
6587         }
6588         rsurface.lightmapcolor4f = rsurface.array_color4f;
6589         rsurface.lightmapcolor4f_bufferobject = 0;
6590         rsurface.lightmapcolor4f_bufferoffset = 0;
6591 }
6592
6593 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6594 {
6595         int texturesurfaceindex;
6596         int i;
6597         float f;
6598         float *v, *c, *c2;
6599         if (!rsurface.lightmapcolor4f)
6600                 return;
6601         // generate color arrays for the surfaces in this list
6602         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6603         {
6604                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6605                 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)
6606                 {
6607                         f = FogPoint_Model(v);
6608                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6609                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6610                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6611                         c2[3] = c[3];
6612                 }
6613         }
6614         rsurface.lightmapcolor4f = rsurface.array_color4f;
6615         rsurface.lightmapcolor4f_bufferobject = 0;
6616         rsurface.lightmapcolor4f_bufferoffset = 0;
6617 }
6618
6619 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6620 {
6621         int texturesurfaceindex;
6622         int i;
6623         float *c, *c2;
6624         if (!rsurface.lightmapcolor4f)
6625                 return;
6626         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6627         {
6628                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6629                 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)
6630                 {
6631                         c2[0] = c[0] * r;
6632                         c2[1] = c[1] * g;
6633                         c2[2] = c[2] * b;
6634                         c2[3] = c[3] * a;
6635                 }
6636         }
6637         rsurface.lightmapcolor4f = rsurface.array_color4f;
6638         rsurface.lightmapcolor4f_bufferobject = 0;
6639         rsurface.lightmapcolor4f_bufferoffset = 0;
6640 }
6641
6642 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6643 {
6644         int texturesurfaceindex;
6645         int i;
6646         float *c, *c2;
6647         if (!rsurface.lightmapcolor4f)
6648                 return;
6649         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6650         {
6651                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6652                 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)
6653                 {
6654                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6655                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6656                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6657                         c2[3] = c[3];
6658                 }
6659         }
6660         rsurface.lightmapcolor4f = rsurface.array_color4f;
6661         rsurface.lightmapcolor4f_bufferobject = 0;
6662         rsurface.lightmapcolor4f_bufferoffset = 0;
6663 }
6664
6665 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6666 {
6667         // TODO: optimize
6668         rsurface.lightmapcolor4f = NULL;
6669         rsurface.lightmapcolor4f_bufferobject = 0;
6670         rsurface.lightmapcolor4f_bufferoffset = 0;
6671         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6672         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6673         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6674         GL_Color(r, g, b, a);
6675         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6676 }
6677
6678 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6679 {
6680         // TODO: optimize applyfog && applycolor case
6681         // just apply fog if necessary, and tint the fog color array if necessary
6682         rsurface.lightmapcolor4f = NULL;
6683         rsurface.lightmapcolor4f_bufferobject = 0;
6684         rsurface.lightmapcolor4f_bufferoffset = 0;
6685         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6686         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6687         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6688         GL_Color(r, g, b, a);
6689         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6690 }
6691
6692 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6693 {
6694         int texturesurfaceindex;
6695         int i;
6696         float *c;
6697         // TODO: optimize
6698         if (texturesurfacelist[0]->lightmapinfo)
6699         {
6700                 // generate color arrays for the surfaces in this list
6701                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6702                 {
6703                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6704                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6705                         {
6706                                 if (surface->lightmapinfo->samples)
6707                                 {
6708                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6709                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6710                                         VectorScale(lm, scale, c);
6711                                         if (surface->lightmapinfo->styles[1] != 255)
6712                                         {
6713                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6714                                                 lm += size3;
6715                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6716                                                 VectorMA(c, scale, lm, c);
6717                                                 if (surface->lightmapinfo->styles[2] != 255)
6718                                                 {
6719                                                         lm += size3;
6720                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6721                                                         VectorMA(c, scale, lm, c);
6722                                                         if (surface->lightmapinfo->styles[3] != 255)
6723                                                         {
6724                                                                 lm += size3;
6725                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6726                                                                 VectorMA(c, scale, lm, c);
6727                                                         }
6728                                                 }
6729                                         }
6730                                 }
6731                                 else
6732                                         VectorClear(c);
6733                                 c[3] = 1;
6734                         }
6735                 }
6736                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6737                 rsurface.lightmapcolor4f_bufferobject = 0;
6738                 rsurface.lightmapcolor4f_bufferoffset = 0;
6739         }
6740         else
6741         {
6742                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6743                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6744                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6745         }
6746         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6747         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6748         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6749         GL_Color(r, g, b, a);
6750         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6751 }
6752
6753 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6754 {
6755         int texturesurfaceindex;
6756         int i;
6757         float f;
6758         float *v, *c, *c2, alpha;
6759         vec3_t ambientcolor;
6760         vec3_t diffusecolor;
6761         vec3_t lightdir;
6762         // TODO: optimize
6763         // model lighting
6764         VectorCopy(rsurface.modellight_lightdir, lightdir);
6765         f = 0.5f * r_refdef.lightmapintensity;
6766         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6767         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6768         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6769         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6770         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6771         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6772         alpha = *a;
6773         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6774         {
6775                 // generate color arrays for the surfaces in this list
6776                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6777                 {
6778                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6779                         int numverts = surface->num_vertices;
6780                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6781                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6782                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6783                         // q3-style directional shading
6784                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6785                         {
6786                                 if ((f = DotProduct(c2, lightdir)) > 0)
6787                                         VectorMA(ambientcolor, f, diffusecolor, c);
6788                                 else
6789                                         VectorCopy(ambientcolor, c);
6790                                 c[3] = alpha;
6791                         }
6792                 }
6793                 *r = 1;
6794                 *g = 1;
6795                 *b = 1;
6796                 *a = 1;
6797                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6798                 rsurface.lightmapcolor4f_bufferobject = 0;
6799                 rsurface.lightmapcolor4f_bufferoffset = 0;
6800                 *applycolor = false;
6801         }
6802         else
6803         {
6804                 *r = ambientcolor[0];
6805                 *g = ambientcolor[1];
6806                 *b = ambientcolor[2];
6807                 rsurface.lightmapcolor4f = NULL;
6808                 rsurface.lightmapcolor4f_bufferobject = 0;
6809                 rsurface.lightmapcolor4f_bufferoffset = 0;
6810         }
6811 }
6812
6813 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6814 {
6815         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6816         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6817         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6818         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6819         GL_Color(r, g, b, a);
6820         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6821 }
6822
6823 void RSurf_SetupDepthAndCulling(void)
6824 {
6825         // submodels are biased to avoid z-fighting with world surfaces that they
6826         // may be exactly overlapping (avoids z-fighting artifacts on certain
6827         // doors and things in Quake maps)
6828         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6829         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6830         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6831         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6832 }
6833
6834 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6835 {
6836         // transparent sky would be ridiculous
6837         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6838                 return;
6839         R_SetupGenericShader(false);
6840         if (skyrendernow)
6841         {
6842                 skyrendernow = false;
6843                 // we have to force off the water clipping plane while rendering sky
6844                 R_SetupView(false);
6845                 R_Sky();
6846                 R_SetupView(true);
6847                 // restore entity matrix
6848                 R_Mesh_Matrix(&rsurface.matrix);
6849         }
6850         RSurf_SetupDepthAndCulling();
6851         GL_DepthMask(true);
6852         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6853         // skymasking on them, and Quake3 never did sky masking (unlike
6854         // software Quake and software Quake2), so disable the sky masking
6855         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6856         // and skymasking also looks very bad when noclipping outside the
6857         // level, so don't use it then either.
6858         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6859         {
6860                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6861                 R_Mesh_ColorPointer(NULL, 0, 0);
6862                 R_Mesh_ResetTextureState();
6863                 if (skyrendermasked)
6864                 {
6865                         R_SetupDepthOrShadowShader();
6866                         // depth-only (masking)
6867                         GL_ColorMask(0,0,0,0);
6868                         // just to make sure that braindead drivers don't draw
6869                         // anything despite that colormask...
6870                         GL_BlendFunc(GL_ZERO, GL_ONE);
6871                 }
6872                 else
6873                 {
6874                         R_SetupGenericShader(false);
6875                         // fog sky
6876                         GL_BlendFunc(GL_ONE, GL_ZERO);
6877                 }
6878                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6879                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6880                 if (skyrendermasked)
6881                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6882         }
6883         R_Mesh_ResetTextureState();
6884         GL_Color(1, 1, 1, 1);
6885 }
6886
6887 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6888 {
6889         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6890                 return;
6891
6892         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6893         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6894         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6895         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6896         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6897         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6898         if (rsurface.texture->backgroundcurrentskinframe)
6899         {
6900                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6901                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6902                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6903                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6904         }
6905         if(rsurface.texture->colormapping)
6906         {
6907                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6908                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6909         }
6910         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6911         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6912                 R_Mesh_ColorPointer(NULL, 0, 0);
6913         else
6914                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6915
6916         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6917         {
6918                 // render background
6919                 GL_BlendFunc(GL_ONE, GL_ZERO);
6920                 GL_DepthMask(true);
6921                 GL_AlphaTest(false);
6922
6923                 GL_Color(1, 1, 1, 1);
6924                 R_Mesh_ColorPointer(NULL, 0, 0);
6925
6926                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6927                 if (r_glsl_permutation)
6928                 {
6929                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6930                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6931                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6932                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6933                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6934                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6935                         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);
6936                 }
6937                 GL_LockArrays(0, 0);
6938
6939                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6940                 GL_DepthMask(false);
6941                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6942                         R_Mesh_ColorPointer(NULL, 0, 0);
6943                 else
6944                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6945                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6946                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6947         }
6948
6949         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6950         if (!r_glsl_permutation)
6951                 return;
6952
6953         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6954         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6955         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6956         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6957         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6958         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6959
6960         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6961         {
6962                 GL_BlendFunc(GL_ONE, GL_ZERO);
6963                 GL_DepthMask(true);
6964                 GL_AlphaTest(false);
6965         }
6966         else
6967         {
6968                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6969                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6970                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6971         }
6972
6973         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6974         {
6975                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6976                         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);
6977                 else
6978                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6979         }
6980         else
6981         {
6982                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6983                         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);
6984                 else
6985                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6986         }
6987         GL_LockArrays(0, 0);
6988 }
6989
6990 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6991 {
6992         // OpenGL 1.3 path - anything not completely ancient
6993         int texturesurfaceindex;
6994         qboolean applycolor;
6995         qboolean applyfog;
6996         rmeshstate_t m;
6997         int layerindex;
6998         const texturelayer_t *layer;
6999         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7000
7001         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7002         {
7003                 vec4_t layercolor;
7004                 int layertexrgbscale;
7005                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7006                 {
7007                         if (layerindex == 0)
7008                                 GL_AlphaTest(true);
7009                         else
7010                         {
7011                                 GL_AlphaTest(false);
7012                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7013                         }
7014                 }
7015                 GL_DepthMask(layer->depthmask && writedepth);
7016                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7017                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7018                 {
7019                         layertexrgbscale = 4;
7020                         VectorScale(layer->color, 0.25f, layercolor);
7021                 }
7022                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7023                 {
7024                         layertexrgbscale = 2;
7025                         VectorScale(layer->color, 0.5f, layercolor);
7026                 }
7027                 else
7028                 {
7029                         layertexrgbscale = 1;
7030                         VectorScale(layer->color, 1.0f, layercolor);
7031                 }
7032                 layercolor[3] = layer->color[3];
7033                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7034                 R_Mesh_ColorPointer(NULL, 0, 0);
7035                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7036                 switch (layer->type)
7037                 {
7038                 case TEXTURELAYERTYPE_LITTEXTURE:
7039                         memset(&m, 0, sizeof(m));
7040                         m.tex[0] = R_GetTexture(r_texture_white);
7041                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7042                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7043                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7044                         m.tex[1] = R_GetTexture(layer->texture);
7045                         m.texmatrix[1] = layer->texmatrix;
7046                         m.texrgbscale[1] = layertexrgbscale;
7047                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7048                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7049                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7050                         R_Mesh_TextureState(&m);
7051                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7052                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7053                         else if (rsurface.uselightmaptexture)
7054                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7055                         else
7056                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7057                         break;
7058                 case TEXTURELAYERTYPE_TEXTURE:
7059                         memset(&m, 0, sizeof(m));
7060                         m.tex[0] = R_GetTexture(layer->texture);
7061                         m.texmatrix[0] = layer->texmatrix;
7062                         m.texrgbscale[0] = layertexrgbscale;
7063                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7064                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7065                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7066                         R_Mesh_TextureState(&m);
7067                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7068                         break;
7069                 case TEXTURELAYERTYPE_FOG:
7070                         memset(&m, 0, sizeof(m));
7071                         m.texrgbscale[0] = layertexrgbscale;
7072                         if (layer->texture)
7073                         {
7074                                 m.tex[0] = R_GetTexture(layer->texture);
7075                                 m.texmatrix[0] = layer->texmatrix;
7076                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7077                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7078                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7079                         }
7080                         R_Mesh_TextureState(&m);
7081                         // generate a color array for the fog pass
7082                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7083                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7084                         {
7085                                 int i;
7086                                 float f, *v, *c;
7087                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7088                                 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)
7089                                 {
7090                                         f = 1 - FogPoint_Model(v);
7091                                         c[0] = layercolor[0];
7092                                         c[1] = layercolor[1];
7093                                         c[2] = layercolor[2];
7094                                         c[3] = f * layercolor[3];
7095                                 }
7096                         }
7097                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7098                         break;
7099                 default:
7100                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7101                 }
7102                 GL_LockArrays(0, 0);
7103         }
7104         CHECKGLERROR
7105         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7106         {
7107                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7108                 GL_AlphaTest(false);
7109         }
7110 }
7111
7112 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7113 {
7114         // OpenGL 1.1 - crusty old voodoo path
7115         int texturesurfaceindex;
7116         qboolean applyfog;
7117         rmeshstate_t m;
7118         int layerindex;
7119         const texturelayer_t *layer;
7120         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7121
7122         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7123         {
7124                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7125                 {
7126                         if (layerindex == 0)
7127                                 GL_AlphaTest(true);
7128                         else
7129                         {
7130                                 GL_AlphaTest(false);
7131                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7132                         }
7133                 }
7134                 GL_DepthMask(layer->depthmask && writedepth);
7135                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7136                 R_Mesh_ColorPointer(NULL, 0, 0);
7137                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7138                 switch (layer->type)
7139                 {
7140                 case TEXTURELAYERTYPE_LITTEXTURE:
7141                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7142                         {
7143                                 // two-pass lit texture with 2x rgbscale
7144                                 // first the lightmap pass
7145                                 memset(&m, 0, sizeof(m));
7146                                 m.tex[0] = R_GetTexture(r_texture_white);
7147                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7148                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7149                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7150                                 R_Mesh_TextureState(&m);
7151                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7152                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7153                                 else if (rsurface.uselightmaptexture)
7154                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7155                                 else
7156                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7157                                 GL_LockArrays(0, 0);
7158                                 // then apply the texture to it
7159                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7160                                 memset(&m, 0, sizeof(m));
7161                                 m.tex[0] = R_GetTexture(layer->texture);
7162                                 m.texmatrix[0] = layer->texmatrix;
7163                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7164                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7165                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7166                                 R_Mesh_TextureState(&m);
7167                                 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);
7168                         }
7169                         else
7170                         {
7171                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7172                                 memset(&m, 0, sizeof(m));
7173                                 m.tex[0] = R_GetTexture(layer->texture);
7174                                 m.texmatrix[0] = layer->texmatrix;
7175                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7176                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7177                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7178                                 R_Mesh_TextureState(&m);
7179                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7180                                         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);
7181                                 else
7182                                         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);
7183                         }
7184                         break;
7185                 case TEXTURELAYERTYPE_TEXTURE:
7186                         // singletexture unlit texture with transparency support
7187                         memset(&m, 0, sizeof(m));
7188                         m.tex[0] = R_GetTexture(layer->texture);
7189                         m.texmatrix[0] = layer->texmatrix;
7190                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7191                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7192                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7193                         R_Mesh_TextureState(&m);
7194                         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);
7195                         break;
7196                 case TEXTURELAYERTYPE_FOG:
7197                         // singletexture fogging
7198                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7199                         if (layer->texture)
7200                         {
7201                                 memset(&m, 0, sizeof(m));
7202                                 m.tex[0] = R_GetTexture(layer->texture);
7203                                 m.texmatrix[0] = layer->texmatrix;
7204                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7205                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7206                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7207                                 R_Mesh_TextureState(&m);
7208                         }
7209                         else
7210                                 R_Mesh_ResetTextureState();
7211                         // generate a color array for the fog pass
7212                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7213                         {
7214                                 int i;
7215                                 float f, *v, *c;
7216                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7217                                 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)
7218                                 {
7219                                         f = 1 - FogPoint_Model(v);
7220                                         c[0] = layer->color[0];
7221                                         c[1] = layer->color[1];
7222                                         c[2] = layer->color[2];
7223                                         c[3] = f * layer->color[3];
7224                                 }
7225                         }
7226                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7227                         break;
7228                 default:
7229                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7230                 }
7231                 GL_LockArrays(0, 0);
7232         }
7233         CHECKGLERROR
7234         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7235         {
7236                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7237                 GL_AlphaTest(false);
7238         }
7239 }
7240
7241 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7242 {
7243         float c[4];
7244
7245         GL_AlphaTest(false);
7246         R_Mesh_ColorPointer(NULL, 0, 0);
7247         R_Mesh_ResetTextureState();
7248         R_SetupGenericShader(false);
7249
7250         if(rsurface.texture && rsurface.texture->currentskinframe)
7251         {
7252                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7253                 c[3] *= rsurface.texture->currentalpha;
7254         }
7255         else
7256         {
7257                 c[0] = 1;
7258                 c[1] = 0;
7259                 c[2] = 1;
7260                 c[3] = 1;
7261         }
7262
7263         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7264         {
7265                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7266                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7267                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7268         }
7269
7270         // brighten it up (as texture value 127 means "unlit")
7271         c[0] *= 2 * r_refdef.view.colorscale;
7272         c[1] *= 2 * r_refdef.view.colorscale;
7273         c[2] *= 2 * r_refdef.view.colorscale;
7274
7275         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7276                 c[3] *= r_wateralpha.value;
7277
7278         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7279         {
7280                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7281                 GL_DepthMask(false);
7282         }
7283         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7284         {
7285                 GL_BlendFunc(GL_ONE, GL_ONE);
7286                 GL_DepthMask(false);
7287         }
7288         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7289         {
7290                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7291                 GL_DepthMask(false);
7292         }
7293         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7294         {
7295                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7296                 GL_DepthMask(false);
7297         }
7298         else
7299         {
7300                 GL_BlendFunc(GL_ONE, GL_ZERO);
7301                 GL_DepthMask(writedepth);
7302         }
7303
7304         rsurface.lightmapcolor4f = NULL;
7305
7306         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7307         {
7308                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7309
7310                 rsurface.lightmapcolor4f = NULL;
7311                 rsurface.lightmapcolor4f_bufferobject = 0;
7312                 rsurface.lightmapcolor4f_bufferoffset = 0;
7313         }
7314         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7315         {
7316                 qboolean applycolor = true;
7317                 float one = 1.0;
7318
7319                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7320
7321                 r_refdef.lightmapintensity = 1;
7322                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7323                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7324         }
7325         else
7326         {
7327                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7328
7329                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7330                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7331                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7332         }
7333
7334         if(!rsurface.lightmapcolor4f)
7335                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7336
7337         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7338         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7339         if(r_refdef.fogenabled)
7340                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7341
7342         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7343         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7344 }
7345
7346 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7347 {
7348         CHECKGLERROR
7349         RSurf_SetupDepthAndCulling();
7350         if (r_showsurfaces.integer == 3)
7351                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7352         else if (r_glsl.integer && gl_support_fragment_shader)
7353                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7354         else if (gl_combine.integer && r_textureunits.integer >= 2)
7355                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7356         else
7357                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7358         CHECKGLERROR
7359 }
7360
7361 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7362 {
7363         CHECKGLERROR
7364         RSurf_SetupDepthAndCulling();
7365         if (r_showsurfaces.integer == 3)
7366                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7367         else if (r_glsl.integer && gl_support_fragment_shader)
7368                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7369         else if (gl_combine.integer && r_textureunits.integer >= 2)
7370                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7371         else
7372                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7373         CHECKGLERROR
7374 }
7375
7376 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7377 {
7378         int i, j;
7379         int texturenumsurfaces, endsurface;
7380         texture_t *texture;
7381         msurface_t *surface;
7382         msurface_t *texturesurfacelist[1024];
7383
7384         // if the model is static it doesn't matter what value we give for
7385         // wantnormals and wanttangents, so this logic uses only rules applicable
7386         // to a model, knowing that they are meaningless otherwise
7387         if (ent == r_refdef.scene.worldentity)
7388                 RSurf_ActiveWorldEntity();
7389         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7390                 RSurf_ActiveModelEntity(ent, false, false);
7391         else
7392                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7393
7394         for (i = 0;i < numsurfaces;i = j)
7395         {
7396                 j = i + 1;
7397                 surface = rsurface.modelsurfaces + surfacelist[i];
7398                 texture = surface->texture;
7399                 rsurface.texture = R_GetCurrentTexture(texture);
7400                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7401                 // scan ahead until we find a different texture
7402                 endsurface = min(i + 1024, numsurfaces);
7403                 texturenumsurfaces = 0;
7404                 texturesurfacelist[texturenumsurfaces++] = surface;
7405                 for (;j < endsurface;j++)
7406                 {
7407                         surface = rsurface.modelsurfaces + surfacelist[j];
7408                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7409                                 break;
7410                         texturesurfacelist[texturenumsurfaces++] = surface;
7411                 }
7412                 // render the range of surfaces
7413                 if (ent == r_refdef.scene.worldentity)
7414                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7415                 else
7416                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7417         }
7418         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7419         GL_AlphaTest(false);
7420 }
7421
7422 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7423 {
7424         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7425         CHECKGLERROR
7426         if (depthonly)
7427         {
7428                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7429                         return;
7430                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7431                         return;
7432                 RSurf_SetupDepthAndCulling();
7433                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7434                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7435         }
7436         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7437         {
7438                 RSurf_SetupDepthAndCulling();
7439                 GL_AlphaTest(false);
7440                 R_Mesh_ColorPointer(NULL, 0, 0);
7441                 R_Mesh_ResetTextureState();
7442                 R_SetupGenericShader(false);
7443                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7444                 GL_DepthMask(true);
7445                 GL_BlendFunc(GL_ONE, GL_ZERO);
7446                 GL_Color(0, 0, 0, 1);
7447                 GL_DepthTest(writedepth);
7448                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7449         }
7450         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7451         {
7452                 RSurf_SetupDepthAndCulling();
7453                 GL_AlphaTest(false);
7454                 R_Mesh_ColorPointer(NULL, 0, 0);
7455                 R_Mesh_ResetTextureState();
7456                 R_SetupGenericShader(false);
7457                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7458                 GL_DepthMask(true);
7459                 GL_BlendFunc(GL_ONE, GL_ZERO);
7460                 GL_DepthTest(true);
7461                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7462         }
7463         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7464                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7465         else if (!rsurface.texture->currentnumlayers)
7466                 return;
7467         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7468         {
7469                 // transparent surfaces get pushed off into the transparent queue
7470                 int surfacelistindex;
7471                 const msurface_t *surface;
7472                 vec3_t tempcenter, center;
7473                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7474                 {
7475                         surface = texturesurfacelist[surfacelistindex];
7476                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7477                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7478                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7479                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7480                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7481                 }
7482         }
7483         else
7484         {
7485                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7486                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7487         }
7488         CHECKGLERROR
7489 }
7490
7491 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7492 {
7493         int i, j;
7494         texture_t *texture;
7495         // break the surface list down into batches by texture and use of lightmapping
7496         for (i = 0;i < numsurfaces;i = j)
7497         {
7498                 j = i + 1;
7499                 // texture is the base texture pointer, rsurface.texture is the
7500                 // current frame/skin the texture is directing us to use (for example
7501                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7502                 // use skin 1 instead)
7503                 texture = surfacelist[i]->texture;
7504                 rsurface.texture = R_GetCurrentTexture(texture);
7505                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7506                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7507                 {
7508                         // if this texture is not the kind we want, skip ahead to the next one
7509                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7510                                 ;
7511                         continue;
7512                 }
7513                 // simply scan ahead until we find a different texture or lightmap state
7514                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7515                         ;
7516                 // render the range of surfaces
7517                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7518         }
7519 }
7520
7521 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7522 {
7523         CHECKGLERROR
7524         if (depthonly)
7525         {
7526                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7527                         return;
7528                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7529                         return;
7530                 RSurf_SetupDepthAndCulling();
7531                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7532                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7533         }
7534         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7535         {
7536                 RSurf_SetupDepthAndCulling();
7537                 GL_AlphaTest(false);
7538                 R_Mesh_ColorPointer(NULL, 0, 0);
7539                 R_Mesh_ResetTextureState();
7540                 R_SetupGenericShader(false);
7541                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7542                 GL_DepthMask(true);
7543                 GL_BlendFunc(GL_ONE, GL_ZERO);
7544                 GL_Color(0, 0, 0, 1);
7545                 GL_DepthTest(writedepth);
7546                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7547         }
7548         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7549         {
7550                 RSurf_SetupDepthAndCulling();
7551                 GL_AlphaTest(false);
7552                 R_Mesh_ColorPointer(NULL, 0, 0);
7553                 R_Mesh_ResetTextureState();
7554                 R_SetupGenericShader(false);
7555                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7556                 GL_DepthMask(true);
7557                 GL_BlendFunc(GL_ONE, GL_ZERO);
7558                 GL_DepthTest(true);
7559                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7560         }
7561         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7562                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7563         else if (!rsurface.texture->currentnumlayers)
7564                 return;
7565         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7566         {
7567                 // transparent surfaces get pushed off into the transparent queue
7568                 int surfacelistindex;
7569                 const msurface_t *surface;
7570                 vec3_t tempcenter, center;
7571                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7572                 {
7573                         surface = texturesurfacelist[surfacelistindex];
7574                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7575                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7576                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7577                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7578                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7579                 }
7580         }
7581         else
7582         {
7583                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7584                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7585         }
7586         CHECKGLERROR
7587 }
7588
7589 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7590 {
7591         int i, j;
7592         texture_t *texture;
7593         // break the surface list down into batches by texture and use of lightmapping
7594         for (i = 0;i < numsurfaces;i = j)
7595         {
7596                 j = i + 1;
7597                 // texture is the base texture pointer, rsurface.texture is the
7598                 // current frame/skin the texture is directing us to use (for example
7599                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7600                 // use skin 1 instead)
7601                 texture = surfacelist[i]->texture;
7602                 rsurface.texture = R_GetCurrentTexture(texture);
7603                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7604                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7605                 {
7606                         // if this texture is not the kind we want, skip ahead to the next one
7607                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7608                                 ;
7609                         continue;
7610                 }
7611                 // simply scan ahead until we find a different texture or lightmap state
7612                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7613                         ;
7614                 // render the range of surfaces
7615                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7616         }
7617 }
7618
7619 float locboxvertex3f[6*4*3] =
7620 {
7621         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7622         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7623         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7624         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7625         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7626         1,0,0, 0,0,0, 0,1,0, 1,1,0
7627 };
7628
7629 unsigned short locboxelements[6*2*3] =
7630 {
7631          0, 1, 2, 0, 2, 3,
7632          4, 5, 6, 4, 6, 7,
7633          8, 9,10, 8,10,11,
7634         12,13,14, 12,14,15,
7635         16,17,18, 16,18,19,
7636         20,21,22, 20,22,23
7637 };
7638
7639 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7640 {
7641         int i, j;
7642         cl_locnode_t *loc = (cl_locnode_t *)ent;
7643         vec3_t mins, size;
7644         float vertex3f[6*4*3];
7645         CHECKGLERROR
7646         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7647         GL_DepthMask(false);
7648         GL_DepthRange(0, 1);
7649         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7650         GL_DepthTest(true);
7651         GL_CullFace(GL_NONE);
7652         R_Mesh_Matrix(&identitymatrix);
7653
7654         R_Mesh_VertexPointer(vertex3f, 0, 0);
7655         R_Mesh_ColorPointer(NULL, 0, 0);
7656         R_Mesh_ResetTextureState();
7657         R_SetupGenericShader(false);
7658
7659         i = surfacelist[0];
7660         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7661                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7662                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7663                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7664
7665         if (VectorCompare(loc->mins, loc->maxs))
7666         {
7667                 VectorSet(size, 2, 2, 2);
7668                 VectorMA(loc->mins, -0.5f, size, mins);
7669         }
7670         else
7671         {
7672                 VectorCopy(loc->mins, mins);
7673                 VectorSubtract(loc->maxs, loc->mins, size);
7674         }
7675
7676         for (i = 0;i < 6*4*3;)
7677                 for (j = 0;j < 3;j++, i++)
7678                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7679
7680         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7681 }
7682
7683 void R_DrawLocs(void)
7684 {
7685         int index;
7686         cl_locnode_t *loc, *nearestloc;
7687         vec3_t center;
7688         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7689         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7690         {
7691                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7692                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7693         }
7694 }
7695
7696 void R_DrawDebugModel(entity_render_t *ent)
7697 {
7698         int i, j, k, l, flagsmask;
7699         const int *elements;
7700         q3mbrush_t *brush;
7701         msurface_t *surface;
7702         dp_model_t *model = ent->model;
7703         vec3_t v;
7704
7705         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7706
7707         R_Mesh_ColorPointer(NULL, 0, 0);
7708         R_Mesh_ResetTextureState();
7709         R_SetupGenericShader(false);
7710         GL_DepthRange(0, 1);
7711         GL_DepthTest(!r_showdisabledepthtest.integer);
7712         GL_DepthMask(false);
7713         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7714
7715         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7716         {
7717                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7718                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7719                 {
7720                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7721                         {
7722                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7723                                 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);
7724                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7725                         }
7726                 }
7727                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7728                 {
7729                         if (surface->num_collisiontriangles)
7730                         {
7731                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7732                                 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);
7733                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7734                         }
7735                 }
7736         }
7737
7738         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7739
7740         if (r_showtris.integer || r_shownormals.integer)
7741         {
7742                 if (r_showdisabledepthtest.integer)
7743                 {
7744                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7745                         GL_DepthMask(false);
7746                 }
7747                 else
7748                 {
7749                         GL_BlendFunc(GL_ONE, GL_ZERO);
7750                         GL_DepthMask(true);
7751                 }
7752                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7753                 {
7754                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7755                                 continue;
7756                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7757                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7758                         {
7759                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7760                                 if (r_showtris.value > 0)
7761                                 {
7762                                         if (!rsurface.texture->currentlayers->depthmask)
7763                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7764                                         else if (ent == r_refdef.scene.worldentity)
7765                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7766                                         else
7767                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7768                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7769                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7770                                         R_Mesh_ColorPointer(NULL, 0, 0);
7771                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7772                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7773                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7774                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7775                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7776                                         CHECKGLERROR
7777                                 }
7778                                 if (r_shownormals.value < 0)
7779                                 {
7780                                         qglBegin(GL_LINES);
7781                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7782                                         {
7783                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7784                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7785                                                 qglVertex3f(v[0], v[1], v[2]);
7786                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7787                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7788                                                 qglVertex3f(v[0], v[1], v[2]);
7789                                         }
7790                                         qglEnd();
7791                                         CHECKGLERROR
7792                                 }
7793                                 if (r_shownormals.value > 0)
7794                                 {
7795                                         qglBegin(GL_LINES);
7796                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7797                                         {
7798                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7799                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7800                                                 qglVertex3f(v[0], v[1], v[2]);
7801                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7802                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7803                                                 qglVertex3f(v[0], v[1], v[2]);
7804                                         }
7805                                         qglEnd();
7806                                         CHECKGLERROR
7807                                         qglBegin(GL_LINES);
7808                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7809                                         {
7810                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7811                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7812                                                 qglVertex3f(v[0], v[1], v[2]);
7813                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7814                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7815                                                 qglVertex3f(v[0], v[1], v[2]);
7816                                         }
7817                                         qglEnd();
7818                                         CHECKGLERROR
7819                                         qglBegin(GL_LINES);
7820                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7821                                         {
7822                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7823                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7824                                                 qglVertex3f(v[0], v[1], v[2]);
7825                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7826                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7827                                                 qglVertex3f(v[0], v[1], v[2]);
7828                                         }
7829                                         qglEnd();
7830                                         CHECKGLERROR
7831                                 }
7832                         }
7833                 }
7834                 rsurface.texture = NULL;
7835         }
7836 }
7837
7838 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7839 int r_maxsurfacelist = 0;
7840 msurface_t **r_surfacelist = NULL;
7841 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7842 {
7843         int i, j, endj, f, flagsmask;
7844         texture_t *t;
7845         dp_model_t *model = r_refdef.scene.worldmodel;
7846         msurface_t *surfaces;
7847         unsigned char *update;
7848         int numsurfacelist = 0;
7849         if (model == NULL)
7850                 return;
7851
7852         if (r_maxsurfacelist < model->num_surfaces)
7853         {
7854                 r_maxsurfacelist = model->num_surfaces;
7855                 if (r_surfacelist)
7856                         Mem_Free(r_surfacelist);
7857                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7858         }
7859
7860         RSurf_ActiveWorldEntity();
7861
7862         surfaces = model->data_surfaces;
7863         update = model->brushq1.lightmapupdateflags;
7864
7865         // update light styles on this submodel
7866         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7867         {
7868                 model_brush_lightstyleinfo_t *style;
7869                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7870                 {
7871                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7872                         {
7873                                 int *list = style->surfacelist;
7874                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7875                                 for (j = 0;j < style->numsurfaces;j++)
7876                                         update[list[j]] = true;
7877                         }
7878                 }
7879         }
7880
7881         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7882
7883         if (debug)
7884         {
7885                 R_DrawDebugModel(r_refdef.scene.worldentity);
7886                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7887                 return;
7888         }
7889
7890         f = 0;
7891         t = NULL;
7892         rsurface.uselightmaptexture = false;
7893         rsurface.texture = NULL;
7894         rsurface.rtlight = NULL;
7895         numsurfacelist = 0;
7896         // add visible surfaces to draw list
7897         for (i = 0;i < model->nummodelsurfaces;i++)
7898         {
7899                 j = model->sortedmodelsurfaces[i];
7900                 if (r_refdef.viewcache.world_surfacevisible[j])
7901                         r_surfacelist[numsurfacelist++] = surfaces + j;
7902         }
7903         // update lightmaps if needed
7904         if (update)
7905                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7906                         if (r_refdef.viewcache.world_surfacevisible[j])
7907                                 if (update[j])
7908                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7909         // don't do anything if there were no surfaces
7910         if (!numsurfacelist)
7911         {
7912                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7913                 return;
7914         }
7915         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7916         GL_AlphaTest(false);
7917
7918         // add to stats if desired
7919         if (r_speeds.integer && !skysurfaces && !depthonly)
7920         {
7921                 r_refdef.stats.world_surfaces += numsurfacelist;
7922                 for (j = 0;j < numsurfacelist;j++)
7923                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7924         }
7925         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7926 }
7927
7928 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7929 {
7930         int i, j, endj, f, flagsmask;
7931         texture_t *t;
7932         dp_model_t *model = ent->model;
7933         msurface_t *surfaces;
7934         unsigned char *update;
7935         int numsurfacelist = 0;
7936         if (model == NULL)
7937                 return;
7938
7939         if (r_maxsurfacelist < model->num_surfaces)
7940         {
7941                 r_maxsurfacelist = model->num_surfaces;
7942                 if (r_surfacelist)
7943                         Mem_Free(r_surfacelist);
7944                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7945         }
7946
7947         // if the model is static it doesn't matter what value we give for
7948         // wantnormals and wanttangents, so this logic uses only rules applicable
7949         // to a model, knowing that they are meaningless otherwise
7950         if (ent == r_refdef.scene.worldentity)
7951                 RSurf_ActiveWorldEntity();
7952         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7953                 RSurf_ActiveModelEntity(ent, false, false);
7954         else
7955                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7956
7957         surfaces = model->data_surfaces;
7958         update = model->brushq1.lightmapupdateflags;
7959
7960         // update light styles
7961         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7962         {
7963                 model_brush_lightstyleinfo_t *style;
7964                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7965                 {
7966                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7967                         {
7968                                 int *list = style->surfacelist;
7969                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7970                                 for (j = 0;j < style->numsurfaces;j++)
7971                                         update[list[j]] = true;
7972                         }
7973                 }
7974         }
7975
7976         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7977
7978         if (debug)
7979         {
7980                 R_DrawDebugModel(ent);
7981                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7982                 return;
7983         }
7984
7985         f = 0;
7986         t = NULL;
7987         rsurface.uselightmaptexture = false;
7988         rsurface.texture = NULL;
7989         rsurface.rtlight = NULL;
7990         numsurfacelist = 0;
7991         // add visible surfaces to draw list
7992         for (i = 0;i < model->nummodelsurfaces;i++)
7993                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7994         // don't do anything if there were no surfaces
7995         if (!numsurfacelist)
7996         {
7997                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7998                 return;
7999         }
8000         // update lightmaps if needed
8001         if (update)
8002                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8003                         if (update[j])
8004                                 R_BuildLightMap(ent, surfaces + j);
8005         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8006         GL_AlphaTest(false);
8007
8008         // add to stats if desired
8009         if (r_speeds.integer && !skysurfaces && !depthonly)
8010         {
8011                 r_refdef.stats.entities_surfaces += numsurfacelist;
8012                 for (j = 0;j < numsurfacelist;j++)
8013                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8014         }
8015         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8016 }