]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
add an argument to filter out a cvar prefix
[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 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 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"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 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"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
68
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77
78 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)"};
79
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
91 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)"};
92
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
98
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
103
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
111
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 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)"};
116
117 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"};
118
119 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"};
120
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
122
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 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"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
129
130 extern cvar_t v_glslgamma;
131
132 extern qboolean v_flipped_state;
133
134 static struct r_bloomstate_s
135 {
136         qboolean enabled;
137         qboolean hdr;
138
139         int bloomwidth, bloomheight;
140
141         int screentexturewidth, screentextureheight;
142         rtexture_t *texture_screen;
143
144         int bloomtexturewidth, bloomtextureheight;
145         rtexture_t *texture_bloom;
146
147         // arrays for rendering the screen passes
148         float screentexcoord2f[8];
149         float bloomtexcoord2f[8];
150         float offsettexcoord2f[8];
151 }
152 r_bloomstate;
153
154 r_waterstate_t r_waterstate;
155
156 // shadow volume bsp struct with automatically growing nodes buffer
157 svbsp_t r_svbsp;
158
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
170
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
173
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
176 {
177         0, 0, 0,
178         1, 0, 0,
179         1, 1, 0,
180         0, 1, 0
181 };
182
183 extern void R_DrawModelShadows(void);
184
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 {
187         int i;
188         for (i = 0;i < verts;i++)
189         {
190                 out[0] = in[0] * r;
191                 out[1] = in[1] * g;
192                 out[2] = in[2] * b;
193                 out[3] = in[3];
194                 in += 4;
195                 out += 4;
196         }
197 }
198
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 {
201         int i;
202         for (i = 0;i < verts;i++)
203         {
204                 out[0] = r;
205                 out[1] = g;
206                 out[2] = b;
207                 out[3] = a;
208                 out += 4;
209         }
210 }
211
212 // FIXME: move this to client?
213 void FOG_clear(void)
214 {
215         if (gamemode == GAME_NEHAHRA)
216         {
217                 Cvar_Set("gl_fogenable", "0");
218                 Cvar_Set("gl_fogdensity", "0.2");
219                 Cvar_Set("gl_fogred", "0.3");
220                 Cvar_Set("gl_foggreen", "0.3");
221                 Cvar_Set("gl_fogblue", "0.3");
222         }
223         r_refdef.fog_density = 0;
224         r_refdef.fog_red = 0;
225         r_refdef.fog_green = 0;
226         r_refdef.fog_blue = 0;
227         r_refdef.fog_alpha = 1;
228         r_refdef.fog_start = 0;
229         r_refdef.fog_end = 0;
230 }
231
232 float FogForDistance(vec_t dist)
233 {
234         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 }
237
238 float FogPoint_World(const vec3_t p)
239 {
240         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 }
242
243 float FogPoint_Model(const vec3_t p)
244 {
245         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
246 }
247
248 static void R_BuildBlankTextures(void)
249 {
250         unsigned char data[4];
251         data[2] = 128; // normal X
252         data[1] = 128; // normal Y
253         data[0] = 255; // normal Z
254         data[3] = 128; // height
255         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
256         data[0] = 255;
257         data[1] = 255;
258         data[2] = 255;
259         data[3] = 255;
260         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
261         data[0] = 128;
262         data[1] = 128;
263         data[2] = 128;
264         data[3] = 255;
265         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
266         data[0] = 0;
267         data[1] = 0;
268         data[2] = 0;
269         data[3] = 255;
270         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 }
272
273 static void R_BuildNoTexture(void)
274 {
275         int x, y;
276         unsigned char pix[16][16][4];
277         // this makes a light grey/dark grey checkerboard texture
278         for (y = 0;y < 16;y++)
279         {
280                 for (x = 0;x < 16;x++)
281                 {
282                         if ((y < 8) ^ (x < 8))
283                         {
284                                 pix[y][x][0] = 128;
285                                 pix[y][x][1] = 128;
286                                 pix[y][x][2] = 128;
287                                 pix[y][x][3] = 255;
288                         }
289                         else
290                         {
291                                 pix[y][x][0] = 64;
292                                 pix[y][x][1] = 64;
293                                 pix[y][x][2] = 64;
294                                 pix[y][x][3] = 255;
295                         }
296                 }
297         }
298         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildWhiteCube(void)
302 {
303         unsigned char data[6*1*1*4];
304         memset(data, 255, sizeof(data));
305         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 }
307
308 static void R_BuildNormalizationCube(void)
309 {
310         int x, y, side;
311         vec3_t v;
312         vec_t s, t, intensity;
313 #define NORMSIZE 64
314         unsigned char data[6][NORMSIZE][NORMSIZE][4];
315         for (side = 0;side < 6;side++)
316         {
317                 for (y = 0;y < NORMSIZE;y++)
318                 {
319                         for (x = 0;x < NORMSIZE;x++)
320                         {
321                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
323                                 switch(side)
324                                 {
325                                 default:
326                                 case 0:
327                                         v[0] = 1;
328                                         v[1] = -t;
329                                         v[2] = -s;
330                                         break;
331                                 case 1:
332                                         v[0] = -1;
333                                         v[1] = -t;
334                                         v[2] = s;
335                                         break;
336                                 case 2:
337                                         v[0] = s;
338                                         v[1] = 1;
339                                         v[2] = t;
340                                         break;
341                                 case 3:
342                                         v[0] = s;
343                                         v[1] = -1;
344                                         v[2] = -t;
345                                         break;
346                                 case 4:
347                                         v[0] = s;
348                                         v[1] = -t;
349                                         v[2] = 1;
350                                         break;
351                                 case 5:
352                                         v[0] = -s;
353                                         v[1] = -t;
354                                         v[2] = -1;
355                                         break;
356                                 }
357                                 intensity = 127.0f / sqrt(DotProduct(v, v));
358                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361                                 data[side][y][x][3] = 255;
362                         }
363                 }
364         }
365         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 }
367
368 static void R_BuildFogTexture(void)
369 {
370         int x, b;
371 #define FOGWIDTH 256
372         unsigned char data1[FOGWIDTH][4];
373         //unsigned char data2[FOGWIDTH][4];
374         double d, r, alpha;
375
376         r_refdef.fogmasktable_start = r_refdef.fog_start;
377         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378         r_refdef.fogmasktable_range = r_refdef.fogrange;
379         r_refdef.fogmasktable_density = r_refdef.fog_density;
380
381         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
383         {
384                 d = (x * r - r_refdef.fogmasktable_start);
385                 if(developer.integer >= 100)
386                         Con_Printf("%f ", d);
387                 d = max(0, d);
388                 if (r_fog_exp2.integer)
389                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
390                 else
391                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392                 if(developer.integer >= 100)
393                         Con_Printf(" : %f ", alpha);
394                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395                 if(developer.integer >= 100)
396                         Con_Printf(" = %f\n", alpha);
397                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398         }
399
400         for (x = 0;x < FOGWIDTH;x++)
401         {
402                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
403                 data1[x][0] = b;
404                 data1[x][1] = b;
405                 data1[x][2] = b;
406                 data1[x][3] = 255;
407                 //data2[x][0] = 255 - b;
408                 //data2[x][1] = 255 - b;
409                 //data2[x][2] = 255 - b;
410                 //data2[x][3] = 255;
411         }
412         if (r_texture_fogattenuation)
413         {
414                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
416         }
417         else
418         {
419                 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);
420                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
421         }
422 }
423
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
427 "\n"
428 "// common definitions between vertex shader and fragment shader:\n"
429 "\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
435 "//#else\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
440 "//#endif\n"
441 "\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
443 "\n"
444 "# ifdef VERTEX_SHADER\n"
445 "void main(void)\n"
446 "{\n"
447 "       gl_Position = ftransform();\n"
448 "}\n"
449 "# endif\n"
450 "\n"
451 "#else\n"
452 "\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
455 "void main(void)\n"
456 "{\n"
457 "       gl_FrontColor = gl_Color;\n"
458 "       gl_Position = ftransform();\n"
459 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
460 "#ifdef USEGLOW\n"
461 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
462 "#endif\n"
463 "}\n"
464 "# endif\n"
465 "# ifdef FRAGMENT_SHADER\n"
466 "\n"
467 "uniform sampler2D Texture_First;\n"
468 "#ifdef USEGLOW\n"
469 "uniform sampler2D Texture_Second;\n"
470 "#endif\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
473 "#endif\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
476 "#endif\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
479 "#endif\n"
480 "//uncomment these if you want to use them:\n"
481 "uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "uniform vec2 PixelSize;\n"
487 "void main(void)\n"
488 "{\n"
489 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
490 "#ifdef USEGLOW\n"
491 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
492 "#endif\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#endif\n"
496 "\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
499 "// 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"
500 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
501 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
502 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
503 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
504 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
505 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
506 "#endif\n"
507 "\n"
508 "#ifdef USEGAMMARAMPS\n"
509 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
510 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
511 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
512 "#endif\n"
513 "}\n"
514 "# endif\n"
515 "\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_GENERIC\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_FrontColor = gl_Color;\n"
523 "#  ifdef USEDIFFUSE\n"
524 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
525 "#  endif\n"
526 "#  ifdef USESPECULAR\n"
527 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
528 "#  endif\n"
529 "       gl_Position = ftransform();\n"
530 "}\n"
531 "# endif\n"
532 "# ifdef FRAGMENT_SHADER\n"
533 "\n"
534 "#  ifdef USEDIFFUSE\n"
535 "uniform sampler2D Texture_First;\n"
536 "#  endif\n"
537 "#  ifdef USESPECULAR\n"
538 "uniform sampler2D Texture_Second;\n"
539 "#  endif\n"
540 "\n"
541 "void main(void)\n"
542 "{\n"
543 "       gl_FragColor = gl_Color;\n"
544 "#  ifdef USEDIFFUSE\n"
545 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
546 "#  endif\n"
547 "\n"
548 "#  ifdef USESPECULAR\n"
549 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
550 "#  endif\n"
551 "#  ifdef USECOLORMAPPING\n"
552 "       gl_FragColor *= tex2;\n"
553 "#  endif\n"
554 "#  ifdef USEGLOW\n"
555 "       gl_FragColor += tex2;\n"
556 "#  endif\n"
557 "#  ifdef USEVERTEXTEXTUREBLEND\n"
558 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
559 "#  endif\n"
560 "}\n"
561 "# endif\n"
562 "\n"
563 "#else // !MODE_GENERIC\n"
564 "\n"
565 "varying vec2 TexCoord;\n"
566 "varying vec2 TexCoordLightmap;\n"
567 "\n"
568 "#ifdef MODE_LIGHTSOURCE\n"
569 "varying vec3 CubeVector;\n"
570 "#endif\n"
571 "\n"
572 "#ifdef MODE_LIGHTSOURCE\n"
573 "varying vec3 LightVector;\n"
574 "#endif\n"
575 "#ifdef MODE_LIGHTDIRECTION\n"
576 "varying vec3 LightVector;\n"
577 "#endif\n"
578 "\n"
579 "varying vec3 EyeVector;\n"
580 "#ifdef USEFOG\n"
581 "varying vec3 EyeVectorModelSpace;\n"
582 "#endif\n"
583 "\n"
584 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
585 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
586 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
587 "\n"
588 "#ifdef MODE_WATER\n"
589 "varying vec4 ModelViewProjectionPosition;\n"
590 "#endif\n"
591 "#ifdef MODE_REFRACTION\n"
592 "varying vec4 ModelViewProjectionPosition;\n"
593 "#endif\n"
594 "#ifdef USEREFLECTION\n"
595 "varying vec4 ModelViewProjectionPosition;\n"
596 "#endif\n"
597 "\n"
598 "\n"
599 "\n"
600 "\n"
601 "\n"
602 "// vertex shader specific:\n"
603 "#ifdef VERTEX_SHADER\n"
604 "\n"
605 "uniform vec3 LightPosition;\n"
606 "uniform vec3 EyePosition;\n"
607 "uniform vec3 LightDir;\n"
608 "\n"
609 "// 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"
610 "\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FrontColor = gl_Color;\n"
614 "       // copy the surface texcoord\n"
615 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
616 "#ifndef MODE_LIGHTSOURCE\n"
617 "# ifndef MODE_LIGHTDIRECTION\n"
618 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
619 "# endif\n"
620 "#endif\n"
621 "\n"
622 "#ifdef MODE_LIGHTSOURCE\n"
623 "       // transform vertex position into light attenuation/cubemap space\n"
624 "       // (-1 to +1 across the light box)\n"
625 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
626 "\n"
627 "       // transform unnormalized light direction into tangent space\n"
628 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
629 "       //  normalize it per pixel)\n"
630 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
631 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
632 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
633 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
634 "#endif\n"
635 "\n"
636 "#ifdef MODE_LIGHTDIRECTION\n"
637 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
638 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
639 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
640 "#endif\n"
641 "\n"
642 "       // transform unnormalized eye direction into tangent space\n"
643 "#ifndef USEFOG\n"
644 "       vec3 EyeVectorModelSpace;\n"
645 "#endif\n"
646 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
647 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
648 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
649 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
650 "\n"
651 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
652 "       VectorS = gl_MultiTexCoord1.xyz;\n"
653 "       VectorT = gl_MultiTexCoord2.xyz;\n"
654 "       VectorR = gl_MultiTexCoord3.xyz;\n"
655 "#endif\n"
656 "\n"
657 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
658 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
659 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
660 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
661 "//#endif\n"
662 "\n"
663 "// transform vertex to camera space, using ftransform to match non-VS\n"
664 "       // rendering\n"
665 "       gl_Position = ftransform();\n"
666 "\n"
667 "#ifdef MODE_WATER\n"
668 "       ModelViewProjectionPosition = gl_Position;\n"
669 "#endif\n"
670 "#ifdef MODE_REFRACTION\n"
671 "       ModelViewProjectionPosition = gl_Position;\n"
672 "#endif\n"
673 "#ifdef USEREFLECTION\n"
674 "       ModelViewProjectionPosition = gl_Position;\n"
675 "#endif\n"
676 "}\n"
677 "\n"
678 "#endif // VERTEX_SHADER\n"
679 "\n"
680 "\n"
681 "\n"
682 "\n"
683 "// fragment shader specific:\n"
684 "#ifdef FRAGMENT_SHADER\n"
685 "\n"
686 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
687 "uniform sampler2D Texture_Normal;\n"
688 "uniform sampler2D Texture_Color;\n"
689 "uniform sampler2D Texture_Gloss;\n"
690 "uniform sampler2D Texture_Glow;\n"
691 "uniform sampler2D Texture_SecondaryNormal;\n"
692 "uniform sampler2D Texture_SecondaryColor;\n"
693 "uniform sampler2D Texture_SecondaryGloss;\n"
694 "uniform sampler2D Texture_SecondaryGlow;\n"
695 "uniform sampler2D Texture_Pants;\n"
696 "uniform sampler2D Texture_Shirt;\n"
697 "uniform sampler2D Texture_FogMask;\n"
698 "uniform sampler2D Texture_Lightmap;\n"
699 "uniform sampler2D Texture_Deluxemap;\n"
700 "uniform sampler2D Texture_Refraction;\n"
701 "uniform sampler2D Texture_Reflection;\n"
702 "uniform sampler2D Texture_Attenuation;\n"
703 "uniform samplerCube Texture_Cube;\n"
704 "\n"
705 "uniform myhalf3 LightColor;\n"
706 "uniform myhalf3 AmbientColor;\n"
707 "uniform myhalf3 DiffuseColor;\n"
708 "uniform myhalf3 SpecularColor;\n"
709 "uniform myhalf3 Color_Pants;\n"
710 "uniform myhalf3 Color_Shirt;\n"
711 "uniform myhalf3 FogColor;\n"
712 "\n"
713 "uniform myhalf4 TintColor;\n"
714 "\n"
715 "\n"
716 "//#ifdef MODE_WATER\n"
717 "uniform vec4 DistortScaleRefractReflect;\n"
718 "uniform vec4 ScreenScaleRefractReflect;\n"
719 "uniform vec4 ScreenCenterRefractReflect;\n"
720 "uniform myhalf4 RefractColor;\n"
721 "uniform myhalf4 ReflectColor;\n"
722 "uniform myhalf ReflectFactor;\n"
723 "uniform myhalf ReflectOffset;\n"
724 "//#else\n"
725 "//# ifdef MODE_REFRACTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 RefractColor;\n"
730 "//#  ifdef USEREFLECTION\n"
731 "//uniform myhalf4 ReflectColor;\n"
732 "//#  endif\n"
733 "//# else\n"
734 "//#  ifdef USEREFLECTION\n"
735 "//uniform vec4 DistortScaleRefractReflect;\n"
736 "//uniform vec4 ScreenScaleRefractReflect;\n"
737 "//uniform vec4 ScreenCenterRefractReflect;\n"
738 "//uniform myhalf4 ReflectColor;\n"
739 "//#  endif\n"
740 "//# endif\n"
741 "//#endif\n"
742 "\n"
743 "uniform myhalf GlowScale;\n"
744 "uniform myhalf SceneBrightness;\n"
745 "#ifdef USECONTRASTBOOST\n"
746 "uniform myhalf ContrastBoostCoeff;\n"
747 "#endif\n"
748 "\n"
749 "uniform float OffsetMapping_Scale;\n"
750 "uniform float OffsetMapping_Bias;\n"
751 "uniform float FogRangeRecip;\n"
752 "\n"
753 "uniform myhalf AmbientScale;\n"
754 "uniform myhalf DiffuseScale;\n"
755 "uniform myhalf SpecularScale;\n"
756 "uniform myhalf SpecularPower;\n"
757 "\n"
758 "#ifdef USEOFFSETMAPPING\n"
759 "vec2 OffsetMapping(vec2 TexCoord)\n"
760 "{\n"
761 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
762 "       // 14 sample relief mapping: linear search and then binary search\n"
763 "       // this basically steps forward a small amount repeatedly until it finds\n"
764 "       // itself inside solid, then jitters forward and back using decreasing\n"
765 "       // amounts to find the impact\n"
766 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
767 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
768 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
769 "       vec3 RT = vec3(TexCoord, 1);\n"
770 "       OffsetVector *= 0.1;\n"
771 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
774 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
775 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
776 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
777 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
778 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
779 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
780 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
781 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
782 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
783 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
784 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
785 "       return RT.xy;\n"
786 "#else\n"
787 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
788 "       // this basically moves forward the full distance, and then backs up based\n"
789 "       // on height of samples\n"
790 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
791 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
792 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
793 "       TexCoord += OffsetVector;\n"
794 "       OffsetVector *= 0.333;\n"
795 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
796 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
797 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
798 "       return TexCoord;\n"
799 "#endif\n"
800 "}\n"
801 "#endif // USEOFFSETMAPPING\n"
802 "\n"
803 "#ifdef MODE_WATER\n"
804 "\n"
805 "// water pass\n"
806 "void main(void)\n"
807 "{\n"
808 "#ifdef USEOFFSETMAPPING\n"
809 "       // apply offsetmapping\n"
810 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
811 "#define TexCoord TexCoordOffset\n"
812 "#endif\n"
813 "\n"
814 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
815 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
816 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
817 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
818 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
819 "}\n"
820 "\n"
821 "#else // !MODE_WATER\n"
822 "#ifdef MODE_REFRACTION\n"
823 "\n"
824 "// refraction pass\n"
825 "void main(void)\n"
826 "{\n"
827 "#ifdef USEOFFSETMAPPING\n"
828 "       // apply offsetmapping\n"
829 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
830 "#define TexCoord TexCoordOffset\n"
831 "#endif\n"
832 "\n"
833 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
834 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
835 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
836 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
837 "}\n"
838 "\n"
839 "#else // !MODE_REFRACTION\n"
840 "void main(void)\n"
841 "{\n"
842 "#ifdef USEOFFSETMAPPING\n"
843 "       // apply offsetmapping\n"
844 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
845 "#define TexCoord TexCoordOffset\n"
846 "#endif\n"
847 "\n"
848 "       // combine the diffuse textures (base, pants, shirt)\n"
849 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
850 "#ifdef USECOLORMAPPING\n"
851 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
852 "#endif\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
855 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
856 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
857 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
858 "       color.a = 1.0;\n"
859 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
860 "#endif\n"
861 "\n"
862 "#ifdef USEDIFFUSE\n"
863 "       // get the surface normal and the gloss color\n"
864 "# ifdef USEVERTEXTEXTUREBLEND\n"
865 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
866 "#  ifdef USESPECULAR\n"
867 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
868 "#  endif\n"
869 "# else\n"
870 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
871 "#  ifdef USESPECULAR\n"
872 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
873 "#  endif\n"
874 "# endif\n"
875 "#endif\n"
876 "\n"
877 "\n"
878 "\n"
879 "#ifdef MODE_LIGHTSOURCE\n"
880 "       // light source\n"
881 "\n"
882 "       // calculate surface normal, light normal, and specular normal\n"
883 "       // compute color intensity for the two textures (colormap and glossmap)\n"
884 "       // scale by light color and attenuation as efficiently as possible\n"
885 "       // (do as much scalar math as possible rather than vector math)\n"
886 "# ifdef USEDIFFUSE\n"
887 "       // get the light normal\n"
888 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
889 "# endif\n"
890 "# ifdef USESPECULAR\n"
891 "#  ifndef USEEXACTSPECULARMATH\n"
892 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
893 "\n"
894 "#  endif\n"
895 "       // calculate directional shading\n"
896 "#  ifdef USEEXACTSPECULARMATH\n"
897 "       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"
898 "#  else\n"
899 "       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"
900 "#  endif\n"
901 "# else\n"
902 "#  ifdef USEDIFFUSE\n"
903 "       // calculate directional shading\n"
904 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
905 "#  else\n"
906 "       // calculate directionless shading\n"
907 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
908 "#  endif\n"
909 "# endif\n"
910 "\n"
911 "# ifdef USECUBEFILTER\n"
912 "       // apply light cubemap filter\n"
913 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
914 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
915 "# endif\n"
916 "#endif // MODE_LIGHTSOURCE\n"
917 "\n"
918 "\n"
919 "\n"
920 "\n"
921 "#ifdef MODE_LIGHTDIRECTION\n"
922 "       // directional model lighting\n"
923 "# ifdef USEDIFFUSE\n"
924 "       // get the light normal\n"
925 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
926 "# endif\n"
927 "# ifdef USESPECULAR\n"
928 "       // calculate directional shading\n"
929 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
930 "#  ifdef USEEXACTSPECULARMATH\n"
931 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
932 "#  else\n"
933 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
934 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
935 "#  endif\n"
936 "# else\n"
937 "#  ifdef USEDIFFUSE\n"
938 "\n"
939 "       // calculate directional shading\n"
940 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
941 "#  else\n"
942 "       color.rgb *= AmbientColor;\n"
943 "#  endif\n"
944 "# endif\n"
945 "#endif // MODE_LIGHTDIRECTION\n"
946 "\n"
947 "\n"
948 "\n"
949 "\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
951 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
952 "\n"
953 "       // get the light normal\n"
954 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
955 "       myhalf3 diffusenormal;\n"
956 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
957 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
958 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
959 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
960 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
961 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
962 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
963 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
964 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
965 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
966 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
967 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
968 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
969 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
970 "# ifdef USESPECULAR\n"
971 "#  ifdef USEEXACTSPECULARMATH\n"
972 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
973 "#  else\n"
974 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
975 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
976 "#  endif\n"
977 "# endif\n"
978 "\n"
979 "       // apply lightmap color\n"
980 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
981 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
982 "\n"
983 "\n"
984 "\n"
985 "\n"
986 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
987 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
988 "\n"
989 "       // get the light normal\n"
990 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
991 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
992 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
993 "# ifdef USESPECULAR\n"
994 "#  ifdef USEEXACTSPECULARMATH\n"
995 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
996 "#  else\n"
997 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
998 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
999 "#  endif\n"
1000 "# endif\n"
1001 "\n"
1002 "       // apply lightmap color\n"
1003 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1004 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "#ifdef MODE_LIGHTMAP\n"
1010 "       // apply lightmap color\n"
1011 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1012 "#endif // MODE_LIGHTMAP\n"
1013 "\n"
1014 "\n"
1015 "\n"
1016 "\n"
1017 "#ifdef MODE_VERTEXCOLOR\n"
1018 "       // apply lightmap color\n"
1019 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1020 "#endif // MODE_VERTEXCOLOR\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "\n"
1025 "#ifdef MODE_FLATCOLOR\n"
1026 "#endif // MODE_FLATCOLOR\n"
1027 "\n"
1028 "\n"
1029 "\n"
1030 "\n"
1031 "\n"
1032 "\n"
1033 "\n"
1034 "       color *= TintColor;\n"
1035 "\n"
1036 "#ifdef USEGLOW\n"
1037 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1038 "#endif\n"
1039 "\n"
1040 "#ifdef USECONTRASTBOOST\n"
1041 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1042 "#endif\n"
1043 "\n"
1044 "       color.rgb *= SceneBrightness;\n"
1045 "\n"
1046 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1047 "#ifdef USEFOG\n"
1048 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1049 "#endif\n"
1050 "\n"
1051 "       // 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"
1052 "#ifdef USEREFLECTION\n"
1053 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1054 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1055 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1056 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1057 "#endif\n"
1058 "\n"
1059 "       gl_FragColor = vec4(color);\n"
1060 "}\n"
1061 "#endif // !MODE_REFRACTION\n"
1062 "#endif // !MODE_WATER\n"
1063 "\n"
1064 "#endif // FRAGMENT_SHADER\n"
1065 "\n"
1066 "#endif // !MODE_GENERIC\n"
1067 "#endif // !MODE_POSTPROCESS\n"
1068 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1069 ;
1070
1071 typedef struct shaderpermutationinfo_s
1072 {
1073         const char *pretext;
1074         const char *name;
1075 }
1076 shaderpermutationinfo_t;
1077
1078 typedef struct shadermodeinfo_s
1079 {
1080         const char *vertexfilename;
1081         const char *geometryfilename;
1082         const char *fragmentfilename;
1083         const char *pretext;
1084         const char *name;
1085 }
1086 shadermodeinfo_t;
1087
1088 typedef enum shaderpermutation_e
1089 {
1090         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1091         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1092         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1093         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1094         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1095         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1096         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1097         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1098         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1099         SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1100         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1101         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1102         SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1103         SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1104         SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1105         SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1106 }
1107 shaderpermutation_t;
1108
1109 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1110 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1111 {
1112         {"#define USEDIFFUSE\n", " diffuse"},
1113         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1114         {"#define USECOLORMAPPING\n", " colormapping"},
1115         {"#define USECONTRASTBOOST\n", " contrastboost"},
1116         {"#define USEFOG\n", " fog"},
1117         {"#define USECUBEFILTER\n", " cubefilter"},
1118         {"#define USEGLOW\n", " glow"},
1119         {"#define USESPECULAR\n", " specular"},
1120         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1121         {"#define USEREFLECTION\n", " reflection"},
1122         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1123         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1124         {"#define USEGAMMARAMPS\n", " gammaramps"},
1125         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1126 };
1127
1128 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1129 typedef enum shadermode_e
1130 {
1131         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1132         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1133         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1134         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1135         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1136         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1137         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1138         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1139         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1140         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1141         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1142         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1143         SHADERMODE_COUNT
1144 }
1145 shadermode_t;
1146
1147 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1148 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1149 {
1150         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1151         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1152         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1153         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1154         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1155         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1156         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1157         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1158         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1159         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1160         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1161         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1162 };
1163
1164 typedef struct r_glsl_permutation_s
1165 {
1166         // indicates if we have tried compiling this permutation already
1167         qboolean compiled;
1168         // 0 if compilation failed
1169         int program;
1170         // locations of detected uniforms in program object, or -1 if not found
1171         int loc_Texture_First;
1172         int loc_Texture_Second;
1173         int loc_Texture_GammaRamps;
1174         int loc_Texture_Normal;
1175         int loc_Texture_Color;
1176         int loc_Texture_Gloss;
1177         int loc_Texture_Glow;
1178         int loc_Texture_SecondaryNormal;
1179         int loc_Texture_SecondaryColor;
1180         int loc_Texture_SecondaryGloss;
1181         int loc_Texture_SecondaryGlow;
1182         int loc_Texture_Pants;
1183         int loc_Texture_Shirt;
1184         int loc_Texture_FogMask;
1185         int loc_Texture_Lightmap;
1186         int loc_Texture_Deluxemap;
1187         int loc_Texture_Attenuation;
1188         int loc_Texture_Cube;
1189         int loc_Texture_Refraction;
1190         int loc_Texture_Reflection;
1191         int loc_FogColor;
1192         int loc_LightPosition;
1193         int loc_EyePosition;
1194         int loc_Color_Pants;
1195         int loc_Color_Shirt;
1196         int loc_FogRangeRecip;
1197         int loc_AmbientScale;
1198         int loc_DiffuseScale;
1199         int loc_SpecularScale;
1200         int loc_SpecularPower;
1201         int loc_GlowScale;
1202         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1203         int loc_OffsetMapping_Scale;
1204         int loc_TintColor;
1205         int loc_AmbientColor;
1206         int loc_DiffuseColor;
1207         int loc_SpecularColor;
1208         int loc_LightDir;
1209         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1210         int loc_GammaCoeff; // 1 / gamma
1211         int loc_DistortScaleRefractReflect;
1212         int loc_ScreenScaleRefractReflect;
1213         int loc_ScreenCenterRefractReflect;
1214         int loc_RefractColor;
1215         int loc_ReflectColor;
1216         int loc_ReflectFactor;
1217         int loc_ReflectOffset;
1218         int loc_UserVec1;
1219         int loc_UserVec2;
1220         int loc_UserVec3;
1221         int loc_UserVec4;
1222         int loc_ClientTime;
1223         int loc_PixelSize;
1224 }
1225 r_glsl_permutation_t;
1226
1227 // information about each possible shader permutation
1228 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1229 // currently selected permutation
1230 r_glsl_permutation_t *r_glsl_permutation;
1231
1232 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1233 {
1234         char *shaderstring;
1235         if (!filename || !filename[0])
1236                 return NULL;
1237         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1238         if (shaderstring)
1239         {
1240                 if (printfromdisknotice)
1241                         Con_DPrint("from disk... ");
1242                 return shaderstring;
1243         }
1244         else if (!strcmp(filename, "glsl/default.glsl"))
1245         {
1246                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1247                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1248         }
1249         return shaderstring;
1250 }
1251
1252 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1253 {
1254         int i;
1255         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1256         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1257         int vertstrings_count = 0;
1258         int geomstrings_count = 0;
1259         int fragstrings_count = 0;
1260         char *vertexstring, *geometrystring, *fragmentstring;
1261         const char *vertstrings_list[32+3];
1262         const char *geomstrings_list[32+3];
1263         const char *fragstrings_list[32+3];
1264         char permutationname[256];
1265
1266         if (p->compiled)
1267                 return;
1268         p->compiled = true;
1269         p->program = 0;
1270
1271         permutationname[0] = 0;
1272         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1273         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1274         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1275
1276         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1277
1278         // the first pretext is which type of shader to compile as
1279         // (later these will all be bound together as a program object)
1280         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1281         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1282         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1283
1284         // the second pretext is the mode (for example a light source)
1285         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1286         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1287         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1288         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1289
1290         // now add all the permutation pretexts
1291         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1292         {
1293                 if (permutation & (1<<i))
1294                 {
1295                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1296                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1297                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1298                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1299                 }
1300                 else
1301                 {
1302                         // keep line numbers correct
1303                         vertstrings_list[vertstrings_count++] = "\n";
1304                         geomstrings_list[geomstrings_count++] = "\n";
1305                         fragstrings_list[fragstrings_count++] = "\n";
1306                 }
1307         }
1308
1309         // now append the shader text itself
1310         vertstrings_list[vertstrings_count++] = vertexstring;
1311         geomstrings_list[geomstrings_count++] = geometrystring;
1312         fragstrings_list[fragstrings_count++] = fragmentstring;
1313
1314         // if any sources were NULL, clear the respective list
1315         if (!vertexstring)
1316                 vertstrings_count = 0;
1317         if (!geometrystring)
1318                 geomstrings_count = 0;
1319         if (!fragmentstring)
1320                 fragstrings_count = 0;
1321
1322         // compile the shader program
1323         if (vertstrings_count + geomstrings_count + fragstrings_count)
1324                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1325         if (p->program)
1326         {
1327                 CHECKGLERROR
1328                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1329                 // look up all the uniform variable names we care about, so we don't
1330                 // have to look them up every time we set them
1331                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1332                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1333                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1334                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1335                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1336                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1337                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1338                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1339                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1340                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1341                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1342                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1343                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1344                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1345                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1346                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1347                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1348                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1349                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1350                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1351                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1352                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1353                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1354                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1355                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1356                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1357                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1358                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1359                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1360                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1361                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1362                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1363                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1364                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1365                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1366                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1367                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1368                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1369                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1370                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1371                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1372                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1373                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1374                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1375                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1376                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1377                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1378                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1379                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1380                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1381                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1382                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1383                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1384                 // initialize the samplers to refer to the texture units we use
1385                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1386                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1387                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1388                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1389                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1390                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1391                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1392                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1393                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1394                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1395                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1396                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1397                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1398                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1399                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1400                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1401                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1402                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1403                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1404                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1405                 CHECKGLERROR
1406                 if (developer.integer)
1407                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1408         }
1409         else
1410                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1411
1412         // free the strings
1413         if (vertexstring)
1414                 Mem_Free(vertexstring);
1415         if (geometrystring)
1416                 Mem_Free(geometrystring);
1417         if (fragmentstring)
1418                 Mem_Free(fragmentstring);
1419 }
1420
1421 void R_GLSL_Restart_f(void)
1422 {
1423         shadermode_t mode;
1424         shaderpermutation_t permutation;
1425         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1426                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1427                         if (r_glsl_permutations[mode][permutation].program)
1428                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1429         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1430 }
1431
1432 void R_GLSL_DumpShader_f(void)
1433 {
1434         int i;
1435
1436         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1437         if(!file)
1438         {
1439                 Con_Printf("failed to write to glsl/default.glsl\n");
1440                 return;
1441         }
1442
1443         FS_Print(file, "// The engine may define the following macros:\n");
1444         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1445         for (i = 0;i < SHADERMODE_COUNT;i++)
1446                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1447         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1448                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1449         FS_Print(file, "\n");
1450         FS_Print(file, builtinshaderstring);
1451         FS_Close(file);
1452
1453         Con_Printf("glsl/default.glsl written\n");
1454 }
1455
1456 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1457 {
1458         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1459         if (r_glsl_permutation != perm)
1460         {
1461                 r_glsl_permutation = perm;
1462                 if (!r_glsl_permutation->program)
1463                 {
1464                         if (!r_glsl_permutation->compiled)
1465                                 R_GLSL_CompilePermutation(mode, permutation);
1466                         if (!r_glsl_permutation->program)
1467                         {
1468                                 // remove features until we find a valid permutation
1469                                 int i;
1470                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1471                                 {
1472                                         // reduce i more quickly whenever it would not remove any bits
1473                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1474                                         if (!(permutation & j))
1475                                                 continue;
1476                                         permutation -= j;
1477                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1478                                         if (!r_glsl_permutation->compiled)
1479                                                 R_GLSL_CompilePermutation(mode, permutation);
1480                                         if (r_glsl_permutation->program)
1481                                                 break;
1482                                 }
1483                                 if (i >= SHADERPERMUTATION_COUNT)
1484                                 {
1485                                         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");
1486                                         Cvar_SetValueQuick(&r_glsl, 0);
1487                                         R_GLSL_Restart_f(); // unload shaders
1488                                         return; // no bit left to clear
1489                                 }
1490                         }
1491                 }
1492                 CHECKGLERROR
1493                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1494         }
1495 }
1496
1497 void R_SetupGenericShader(qboolean usetexture)
1498 {
1499         if (gl_support_fragment_shader)
1500         {
1501                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1502                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1503                 else if (r_glsl_permutation)
1504                 {
1505                         r_glsl_permutation = NULL;
1506                         qglUseProgramObjectARB(0);CHECKGLERROR
1507                 }
1508         }
1509 }
1510
1511 void R_SetupGenericTwoTextureShader(int texturemode)
1512 {
1513         if (gl_support_fragment_shader)
1514         {
1515                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1516                         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))));
1517                 else if (r_glsl_permutation)
1518                 {
1519                         r_glsl_permutation = NULL;
1520                         qglUseProgramObjectARB(0);CHECKGLERROR
1521                 }
1522         }
1523         if (!r_glsl_permutation)
1524         {
1525                 if (texturemode == GL_DECAL && gl_combine.integer)
1526                         texturemode = GL_INTERPOLATE_ARB;
1527                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1528         }
1529 }
1530
1531 void R_SetupDepthOrShadowShader(void)
1532 {
1533         if (gl_support_fragment_shader)
1534         {
1535                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1536                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1537                 else if (r_glsl_permutation)
1538                 {
1539                         r_glsl_permutation = NULL;
1540                         qglUseProgramObjectARB(0);CHECKGLERROR
1541                 }
1542         }
1543 }
1544
1545 extern rtexture_t *r_shadow_attenuationgradienttexture;
1546 extern rtexture_t *r_shadow_attenuation2dtexture;
1547 extern rtexture_t *r_shadow_attenuation3dtexture;
1548 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1549 {
1550         // select a permutation of the lighting shader appropriate to this
1551         // combination of texture, entity, light source, and fogging, only use the
1552         // minimum features necessary to avoid wasting rendering time in the
1553         // fragment shader on features that are not being used
1554         unsigned int permutation = 0;
1555         shadermode_t mode = 0;
1556         // TODO: implement geometry-shader based shadow volumes someday
1557         if (r_glsl_offsetmapping.integer)
1558         {
1559                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1560                 if (r_glsl_offsetmapping_reliefmapping.integer)
1561                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1562         }
1563         if (rsurfacepass == RSURFPASS_BACKGROUND)
1564         {
1565                 // distorted background
1566                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1567                         mode = SHADERMODE_WATER;
1568                 else
1569                         mode = SHADERMODE_REFRACTION;
1570         }
1571         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1572         {
1573                 // light source
1574                 mode = SHADERMODE_LIGHTSOURCE;
1575                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1578                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1579                 if (diffusescale > 0)
1580                         permutation |= SHADERPERMUTATION_DIFFUSE;
1581                 if (specularscale > 0)
1582                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1583                 if (r_refdef.fogenabled)
1584                         permutation |= SHADERPERMUTATION_FOG;
1585                 if (rsurface.texture->colormapping)
1586                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1587                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1588                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1589         }
1590         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1591         {
1592                 // unshaded geometry (fullbright or ambient model lighting)
1593                 mode = SHADERMODE_FLATCOLOR;
1594                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1595                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1596                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1597                         permutation |= SHADERPERMUTATION_GLOW;
1598                 if (r_refdef.fogenabled)
1599                         permutation |= SHADERPERMUTATION_FOG;
1600                 if (rsurface.texture->colormapping)
1601                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1602                 if (r_glsl_offsetmapping.integer)
1603                 {
1604                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1605                         if (r_glsl_offsetmapping_reliefmapping.integer)
1606                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1607                 }
1608                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1609                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1610                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1611                         permutation |= SHADERPERMUTATION_REFLECTION;
1612         }
1613         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1614         {
1615                 // directional model lighting
1616                 mode = SHADERMODE_LIGHTDIRECTION;
1617                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1618                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1619                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1620                         permutation |= SHADERPERMUTATION_GLOW;
1621                 permutation |= SHADERPERMUTATION_DIFFUSE;
1622                 if (specularscale > 0)
1623                         permutation |= SHADERPERMUTATION_SPECULAR;
1624                 if (r_refdef.fogenabled)
1625                         permutation |= SHADERPERMUTATION_FOG;
1626                 if (rsurface.texture->colormapping)
1627                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1628                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1629                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1630                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1631                         permutation |= SHADERPERMUTATION_REFLECTION;
1632         }
1633         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1634         {
1635                 // ambient model lighting
1636                 mode = SHADERMODE_LIGHTDIRECTION;
1637                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1640                         permutation |= SHADERPERMUTATION_GLOW;
1641                 if (r_refdef.fogenabled)
1642                         permutation |= SHADERPERMUTATION_FOG;
1643                 if (rsurface.texture->colormapping)
1644                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1645                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1646                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1647                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1648                         permutation |= SHADERPERMUTATION_REFLECTION;
1649         }
1650         else
1651         {
1652                 // lightmapped wall
1653                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1654                 {
1655                         // deluxemapping (light direction texture)
1656                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1657                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1658                         else
1659                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1660                         permutation |= SHADERPERMUTATION_DIFFUSE;
1661                         if (specularscale > 0)
1662                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1663                 }
1664                 else if (r_glsl_deluxemapping.integer >= 2)
1665                 {
1666                         // fake deluxemapping (uniform light direction in tangentspace)
1667                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1668                         permutation |= SHADERPERMUTATION_DIFFUSE;
1669                         if (specularscale > 0)
1670                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1671                 }
1672                 else if (rsurface.uselightmaptexture)
1673                 {
1674                         // ordinary lightmapping (q1bsp, q3bsp)
1675                         mode = SHADERMODE_LIGHTMAP;
1676                 }
1677                 else
1678                 {
1679                         // ordinary vertex coloring (q3bsp)
1680                         mode = SHADERMODE_VERTEXCOLOR;
1681                 }
1682                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1683                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1684                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1685                         permutation |= SHADERPERMUTATION_GLOW;
1686                 if (r_refdef.fogenabled)
1687                         permutation |= SHADERPERMUTATION_FOG;
1688                 if (rsurface.texture->colormapping)
1689                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1690                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1691                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1692                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1693                         permutation |= SHADERPERMUTATION_REFLECTION;
1694         }
1695         if(permutation & SHADERPERMUTATION_SPECULAR)
1696                 if(r_shadow_glossexact.integer)
1697                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1698         R_SetupShader_SetPermutation(mode, permutation);
1699         if (mode == SHADERMODE_LIGHTSOURCE)
1700         {
1701                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1702                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1703                 {
1704                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1705                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1706                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1707                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1708                 }
1709                 else
1710                 {
1711                         // ambient only is simpler
1712                         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]);
1713                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1714                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1715                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1716                 }
1717                 // additive passes are only darkened by fog, not tinted
1718                 if (r_glsl_permutation->loc_FogColor >= 0)
1719                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1720         }
1721         else
1722         {
1723                 if (mode == SHADERMODE_LIGHTDIRECTION)
1724                 {
1725                         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);
1726                         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);
1727                         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);
1728                         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]);
1729                 }
1730                 else
1731                 {
1732                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1733                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1734                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1735                 }
1736                 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]);
1737                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1738                 // additive passes are only darkened by fog, not tinted
1739                 if (r_glsl_permutation->loc_FogColor >= 0)
1740                 {
1741                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1742                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1743                         else
1744                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1745                 }
1746                 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);
1747                 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]);
1748                 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]);
1749                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1750                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1751                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1752                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1753         }
1754         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1755         {
1756                 // The formula used is actually:
1757                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1758                 //   color.rgb *= SceneBrightness;
1759                 // simplified:
1760                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1761                 // and do [[calculations]] here in the engine
1762                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1763                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1764         }
1765         else
1766                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1767         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1768         if (r_glsl_permutation->loc_Color_Pants >= 0)
1769         {
1770                 if (rsurface.texture->currentskinframe->pants)
1771                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1772                 else
1773                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1774         }
1775         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1776         {
1777                 if (rsurface.texture->currentskinframe->shirt)
1778                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1779                 else
1780                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1781         }
1782         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1783         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1784         {
1785                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1786         }
1787         else
1788         {
1789                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1790         }
1791         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1792         CHECKGLERROR
1793 }
1794
1795 #define SKINFRAME_HASH 1024
1796
1797 struct
1798 {
1799         int loadsequence; // incremented each level change
1800         memexpandablearray_t array;
1801         skinframe_t *hash[SKINFRAME_HASH];
1802 }
1803 r_skinframe;
1804
1805 void R_SkinFrame_PrepareForPurge(void)
1806 {
1807         r_skinframe.loadsequence++;
1808         // wrap it without hitting zero
1809         if (r_skinframe.loadsequence >= 200)
1810                 r_skinframe.loadsequence = 1;
1811 }
1812
1813 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1814 {
1815         if (!skinframe)
1816                 return;
1817         // mark the skinframe as used for the purging code
1818         skinframe->loadsequence = r_skinframe.loadsequence;
1819 }
1820
1821 void R_SkinFrame_Purge(void)
1822 {
1823         int i;
1824         skinframe_t *s;
1825         for (i = 0;i < SKINFRAME_HASH;i++)
1826         {
1827                 for (s = r_skinframe.hash[i];s;s = s->next)
1828                 {
1829                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1830                         {
1831                                 if (s->merged == s->base)
1832                                         s->merged = NULL;
1833                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1834                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1835                                 R_PurgeTexture(s->merged);s->merged = NULL;
1836                                 R_PurgeTexture(s->base  );s->base   = NULL;
1837                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1838                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1839                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1840                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1841                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1842                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1843                                 s->loadsequence = 0;
1844                         }
1845                 }
1846         }
1847 }
1848
1849 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1850         skinframe_t *item;
1851         char basename[MAX_QPATH];
1852
1853         Image_StripImageExtension(name, basename, sizeof(basename));
1854
1855         if( last == NULL ) {
1856                 int hashindex;
1857                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1858                 item = r_skinframe.hash[hashindex];
1859         } else {
1860                 item = last->next;
1861         }
1862
1863         // linearly search through the hash bucket
1864         for( ; item ; item = item->next ) {
1865                 if( !strcmp( item->basename, basename ) ) {
1866                         return item;
1867                 }
1868         }
1869         return NULL;
1870 }
1871
1872 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1873 {
1874         skinframe_t *item;
1875         int hashindex;
1876         char basename[MAX_QPATH];
1877
1878         Image_StripImageExtension(name, basename, sizeof(basename));
1879
1880         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1881         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1882                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1883                         break;
1884
1885         if (!item) {
1886                 rtexture_t *dyntexture;
1887                 // check whether its a dynamic texture
1888                 dyntexture = CL_GetDynTexture( basename );
1889                 if (!add && !dyntexture)
1890                         return NULL;
1891                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1892                 memset(item, 0, sizeof(*item));
1893                 strlcpy(item->basename, basename, sizeof(item->basename));
1894                 item->base = dyntexture; // either NULL or dyntexture handle
1895                 item->textureflags = textureflags;
1896                 item->comparewidth = comparewidth;
1897                 item->compareheight = compareheight;
1898                 item->comparecrc = comparecrc;
1899                 item->next = r_skinframe.hash[hashindex];
1900                 r_skinframe.hash[hashindex] = item;
1901         }
1902         else if( item->base == NULL )
1903         {
1904                 rtexture_t *dyntexture;
1905                 // check whether its a dynamic texture
1906                 // 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]
1907                 dyntexture = CL_GetDynTexture( basename );
1908                 item->base = dyntexture; // either NULL or dyntexture handle
1909         }
1910
1911         R_SkinFrame_MarkUsed(item);
1912         return item;
1913 }
1914
1915 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1916         { \
1917                 unsigned long long avgcolor[5], wsum; \
1918                 int pix, comp, w; \
1919                 avgcolor[0] = 0; \
1920                 avgcolor[1] = 0; \
1921                 avgcolor[2] = 0; \
1922                 avgcolor[3] = 0; \
1923                 avgcolor[4] = 0; \
1924                 wsum = 0; \
1925                 for(pix = 0; pix < cnt; ++pix) \
1926                 { \
1927                         w = 0; \
1928                         for(comp = 0; comp < 3; ++comp) \
1929                                 w += getpixel; \
1930                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1931                         { \
1932                                 ++wsum; \
1933                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1934                                 w = getpixel; \
1935                                 for(comp = 0; comp < 3; ++comp) \
1936                                         avgcolor[comp] += getpixel * w; \
1937                                 avgcolor[3] += w; \
1938                         } \
1939                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1940                         avgcolor[4] += getpixel; \
1941                 } \
1942                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1943                         avgcolor[3] = 1; \
1944                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1945                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1946                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1947                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1948         }
1949
1950 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1951 {
1952         // FIXME: it should be possible to disable loading various layers using
1953         // cvars, to prevent wasted loading time and memory usage if the user does
1954         // not want them
1955         qboolean loadnormalmap = true;
1956         qboolean loadgloss = true;
1957         qboolean loadpantsandshirt = true;
1958         qboolean loadglow = true;
1959         int j;
1960         unsigned char *pixels;
1961         unsigned char *bumppixels;
1962         unsigned char *basepixels = NULL;
1963         int basepixels_width;
1964         int basepixels_height;
1965         skinframe_t *skinframe;
1966
1967         *has_alpha = false;
1968
1969         if (cls.state == ca_dedicated)
1970                 return NULL;
1971
1972         // return an existing skinframe if already loaded
1973         // if loading of the first image fails, don't make a new skinframe as it
1974         // would cause all future lookups of this to be missing
1975         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1976         if (skinframe && skinframe->base)
1977                 return skinframe;
1978
1979         basepixels = loadimagepixelsbgra(name, complain, true);
1980         if (basepixels == NULL)
1981                 return NULL;
1982
1983         if (developer_loading.integer)
1984                 Con_Printf("loading skin \"%s\"\n", name);
1985
1986         // we've got some pixels to store, so really allocate this new texture now
1987         if (!skinframe)
1988                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1989         skinframe->stain = NULL;
1990         skinframe->merged = NULL;
1991         skinframe->base = r_texture_notexture;
1992         skinframe->pants = NULL;
1993         skinframe->shirt = NULL;
1994         skinframe->nmap = r_texture_blanknormalmap;
1995         skinframe->gloss = NULL;
1996         skinframe->glow = NULL;
1997         skinframe->fog = NULL;
1998
1999         basepixels_width = image_width;
2000         basepixels_height = image_height;
2001         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);
2002
2003         if (textureflags & TEXF_ALPHA)
2004         {
2005                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2006                         if (basepixels[j] < 255)
2007                                 break;
2008                 if (j < basepixels_width * basepixels_height * 4)
2009                 {
2010                         // has transparent pixels
2011                         *has_alpha = true;
2012                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2013                         for (j = 0;j < image_width * image_height * 4;j += 4)
2014                         {
2015                                 pixels[j+0] = 255;
2016                                 pixels[j+1] = 255;
2017                                 pixels[j+2] = 255;
2018                                 pixels[j+3] = basepixels[j+3];
2019                         }
2020                         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);
2021                         Mem_Free(pixels);
2022                 }
2023         }
2024
2025         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2026         //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]);
2027
2028         // _norm is the name used by tenebrae and has been adopted as standard
2029         if (loadnormalmap)
2030         {
2031                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2032                 {
2033                         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);
2034                         Mem_Free(pixels);
2035                         pixels = NULL;
2036                 }
2037                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2038                 {
2039                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2040                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2041                         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);
2042                         Mem_Free(pixels);
2043                         Mem_Free(bumppixels);
2044                 }
2045                 else if (r_shadow_bumpscale_basetexture.value > 0)
2046                 {
2047                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2048                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2049                         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);
2050                         Mem_Free(pixels);
2051                 }
2052         }
2053         // _luma is supported for tenebrae compatibility
2054         // (I think it's a very stupid name, but oh well)
2055         // _glow is the preferred name
2056         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;}
2057         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;}
2058         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;}
2059         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;}
2060
2061         if (basepixels)
2062                 Mem_Free(basepixels);
2063
2064         return skinframe;
2065 }
2066
2067 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2068 {
2069         qboolean has_alpha;
2070         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2071 }
2072
2073 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)
2074 {
2075         int i;
2076         if (!force)
2077         {
2078                 for (i = 0;i < width*height;i++)
2079                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2080                                 break;
2081                 if (i == width*height)
2082                         return NULL;
2083         }
2084         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2085 }
2086
2087 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2088 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2089 {
2090         int i;
2091         unsigned char *temp1, *temp2;
2092         skinframe_t *skinframe;
2093
2094         if (cls.state == ca_dedicated)
2095                 return NULL;
2096
2097         // if already loaded just return it, otherwise make a new skinframe
2098         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2099         if (skinframe && skinframe->base)
2100                 return skinframe;
2101
2102         skinframe->stain = NULL;
2103         skinframe->merged = NULL;
2104         skinframe->base = r_texture_notexture;
2105         skinframe->pants = NULL;
2106         skinframe->shirt = NULL;
2107         skinframe->nmap = r_texture_blanknormalmap;
2108         skinframe->gloss = NULL;
2109         skinframe->glow = NULL;
2110         skinframe->fog = NULL;
2111
2112         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2113         if (!skindata)
2114                 return NULL;
2115
2116         if (developer_loading.integer)
2117                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2118
2119         if (r_shadow_bumpscale_basetexture.value > 0)
2120         {
2121                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2122                 temp2 = temp1 + width * height * 4;
2123                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2124                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2125                 Mem_Free(temp1);
2126         }
2127         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2128         if (textureflags & TEXF_ALPHA)
2129         {
2130                 for (i = 3;i < width * height * 4;i += 4)
2131                         if (skindata[i] < 255)
2132                                 break;
2133                 if (i < width * height * 4)
2134                 {
2135                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2136                         memcpy(fogpixels, skindata, width * height * 4);
2137                         for (i = 0;i < width * height * 4;i += 4)
2138                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2139                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2140                         Mem_Free(fogpixels);
2141                 }
2142         }
2143
2144         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2145         //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]);
2146
2147         return skinframe;
2148 }
2149
2150 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2151 {
2152         int i;
2153         unsigned char *temp1, *temp2;
2154         unsigned int *palette;
2155         skinframe_t *skinframe;
2156
2157         if (cls.state == ca_dedicated)
2158                 return NULL;
2159
2160         // if already loaded just return it, otherwise make a new skinframe
2161         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2162         if (skinframe && skinframe->base)
2163                 return skinframe;
2164
2165         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2166
2167         skinframe->stain = NULL;
2168         skinframe->merged = NULL;
2169         skinframe->base = r_texture_notexture;
2170         skinframe->pants = NULL;
2171         skinframe->shirt = NULL;
2172         skinframe->nmap = r_texture_blanknormalmap;
2173         skinframe->gloss = NULL;
2174         skinframe->glow = NULL;
2175         skinframe->fog = NULL;
2176
2177         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2178         if (!skindata)
2179                 return NULL;
2180
2181         if (developer_loading.integer)
2182                 Con_Printf("loading quake skin \"%s\"\n", name);
2183
2184         if (r_shadow_bumpscale_basetexture.value > 0)
2185         {
2186                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2187                 temp2 = temp1 + width * height * 4;
2188                 // use either a custom palette or the quake palette
2189                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2190                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2191                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2192                 Mem_Free(temp1);
2193         }
2194         // use either a custom palette, or the quake palette
2195         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2196         if (loadglowtexture)
2197                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2198         if (loadpantsandshirt)
2199         {
2200                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2201                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2202         }
2203         if (skinframe->pants || skinframe->shirt)
2204                 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
2205         if (textureflags & TEXF_ALPHA)
2206         {
2207                 for (i = 0;i < width * height;i++)
2208                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2209                                 break;
2210                 if (i < width * height)
2211                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2212         }
2213
2214         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2215         //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]);
2216
2217         return skinframe;
2218 }
2219
2220 skinframe_t *R_SkinFrame_LoadMissing(void)
2221 {
2222         skinframe_t *skinframe;
2223
2224         if (cls.state == ca_dedicated)
2225                 return NULL;
2226
2227         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2228         skinframe->stain = NULL;
2229         skinframe->merged = NULL;
2230         skinframe->base = r_texture_notexture;
2231         skinframe->pants = NULL;
2232         skinframe->shirt = NULL;
2233         skinframe->nmap = r_texture_blanknormalmap;
2234         skinframe->gloss = NULL;
2235         skinframe->glow = NULL;
2236         skinframe->fog = NULL;
2237
2238         skinframe->avgcolor[0] = rand() / RAND_MAX;
2239         skinframe->avgcolor[1] = rand() / RAND_MAX;
2240         skinframe->avgcolor[2] = rand() / RAND_MAX;
2241         skinframe->avgcolor[3] = 1;
2242
2243         return skinframe;
2244 }
2245
2246 void gl_main_start(void)
2247 {
2248         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2249         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2250
2251         // set up r_skinframe loading system for textures
2252         memset(&r_skinframe, 0, sizeof(r_skinframe));
2253         r_skinframe.loadsequence = 1;
2254         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2255
2256         r_main_texturepool = R_AllocTexturePool();
2257         R_BuildBlankTextures();
2258         R_BuildNoTexture();
2259         if (gl_texturecubemap)
2260         {
2261                 R_BuildWhiteCube();
2262                 R_BuildNormalizationCube();
2263         }
2264         r_texture_fogattenuation = NULL;
2265         r_texture_gammaramps = NULL;
2266         //r_texture_fogintensity = NULL;
2267         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2268         memset(&r_waterstate, 0, sizeof(r_waterstate));
2269         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2270         memset(&r_svbsp, 0, sizeof (r_svbsp));
2271
2272         r_refdef.fogmasktable_density = 0;
2273 }
2274
2275 void gl_main_shutdown(void)
2276 {
2277         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2278         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2279
2280         // clear out the r_skinframe state
2281         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2282         memset(&r_skinframe, 0, sizeof(r_skinframe));
2283
2284         if (r_svbsp.nodes)
2285                 Mem_Free(r_svbsp.nodes);
2286         memset(&r_svbsp, 0, sizeof (r_svbsp));
2287         R_FreeTexturePool(&r_main_texturepool);
2288         r_texture_blanknormalmap = NULL;
2289         r_texture_white = NULL;
2290         r_texture_grey128 = NULL;
2291         r_texture_black = NULL;
2292         r_texture_whitecube = NULL;
2293         r_texture_normalizationcube = NULL;
2294         r_texture_fogattenuation = NULL;
2295         r_texture_gammaramps = NULL;
2296         //r_texture_fogintensity = NULL;
2297         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2298         memset(&r_waterstate, 0, sizeof(r_waterstate));
2299         R_GLSL_Restart_f();
2300 }
2301
2302 extern void CL_ParseEntityLump(char *entitystring);
2303 void gl_main_newmap(void)
2304 {
2305         // FIXME: move this code to client
2306         int l;
2307         char *entities, entname[MAX_QPATH];
2308         if (cl.worldmodel)
2309         {
2310                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2311                 l = (int)strlen(entname) - 4;
2312                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2313                 {
2314                         memcpy(entname + l, ".ent", 5);
2315                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2316                         {
2317                                 CL_ParseEntityLump(entities);
2318                                 Mem_Free(entities);
2319                                 return;
2320                         }
2321                 }
2322                 if (cl.worldmodel->brush.entities)
2323                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2324         }
2325 }
2326
2327 void GL_Main_Init(void)
2328 {
2329         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2330
2331         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2332         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2333         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2334         if (gamemode == GAME_NEHAHRA)
2335         {
2336                 Cvar_RegisterVariable (&gl_fogenable);
2337                 Cvar_RegisterVariable (&gl_fogdensity);
2338                 Cvar_RegisterVariable (&gl_fogred);
2339                 Cvar_RegisterVariable (&gl_foggreen);
2340                 Cvar_RegisterVariable (&gl_fogblue);
2341                 Cvar_RegisterVariable (&gl_fogstart);
2342                 Cvar_RegisterVariable (&gl_fogend);
2343                 Cvar_RegisterVariable (&gl_skyclip);
2344         }
2345         Cvar_RegisterVariable(&r_depthfirst);
2346         Cvar_RegisterVariable(&r_useinfinitefarclip);
2347         Cvar_RegisterVariable(&r_nearclip);
2348         Cvar_RegisterVariable(&r_showbboxes);
2349         Cvar_RegisterVariable(&r_showsurfaces);
2350         Cvar_RegisterVariable(&r_showtris);
2351         Cvar_RegisterVariable(&r_shownormals);
2352         Cvar_RegisterVariable(&r_showlighting);
2353         Cvar_RegisterVariable(&r_showshadowvolumes);
2354         Cvar_RegisterVariable(&r_showcollisionbrushes);
2355         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2356         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2357         Cvar_RegisterVariable(&r_showdisabledepthtest);
2358         Cvar_RegisterVariable(&r_drawportals);
2359         Cvar_RegisterVariable(&r_drawentities);
2360         Cvar_RegisterVariable(&r_cullentities_trace);
2361         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2362         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2363         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2364         Cvar_RegisterVariable(&r_drawviewmodel);
2365         Cvar_RegisterVariable(&r_speeds);
2366         Cvar_RegisterVariable(&r_fullbrights);
2367         Cvar_RegisterVariable(&r_wateralpha);
2368         Cvar_RegisterVariable(&r_dynamic);
2369         Cvar_RegisterVariable(&r_fullbright);
2370         Cvar_RegisterVariable(&r_shadows);
2371         Cvar_RegisterVariable(&r_shadows_throwdistance);
2372         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2373         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2374         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2375         Cvar_RegisterVariable(&r_fog_exp2);
2376         Cvar_RegisterVariable(&r_drawfog);
2377         Cvar_RegisterVariable(&r_textureunits);
2378         Cvar_RegisterVariable(&r_glsl);
2379         Cvar_RegisterVariable(&r_glsl_contrastboost);
2380         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2381         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2382         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2383         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2384         Cvar_RegisterVariable(&r_glsl_postprocess);
2385         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2386         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2387         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2388         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2389         Cvar_RegisterVariable(&r_glsl_usegeneric);
2390         Cvar_RegisterVariable(&r_water);
2391         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2392         Cvar_RegisterVariable(&r_water_clippingplanebias);
2393         Cvar_RegisterVariable(&r_water_refractdistort);
2394         Cvar_RegisterVariable(&r_water_reflectdistort);
2395         Cvar_RegisterVariable(&r_lerpsprites);
2396         Cvar_RegisterVariable(&r_lerpmodels);
2397         Cvar_RegisterVariable(&r_lerplightstyles);
2398         Cvar_RegisterVariable(&r_waterscroll);
2399         Cvar_RegisterVariable(&r_bloom);
2400         Cvar_RegisterVariable(&r_bloom_colorscale);
2401         Cvar_RegisterVariable(&r_bloom_brighten);
2402         Cvar_RegisterVariable(&r_bloom_blur);
2403         Cvar_RegisterVariable(&r_bloom_resolution);
2404         Cvar_RegisterVariable(&r_bloom_colorexponent);
2405         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2406         Cvar_RegisterVariable(&r_hdr);
2407         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2408         Cvar_RegisterVariable(&r_hdr_glowintensity);
2409         Cvar_RegisterVariable(&r_hdr_range);
2410         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2411         Cvar_RegisterVariable(&developer_texturelogging);
2412         Cvar_RegisterVariable(&gl_lightmaps);
2413         Cvar_RegisterVariable(&r_test);
2414         Cvar_RegisterVariable(&r_batchmode);
2415         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2416                 Cvar_SetValue("r_fullbrights", 0);
2417         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2418
2419         Cvar_RegisterVariable(&r_track_sprites);
2420         Cvar_RegisterVariable(&r_track_sprites_flags);
2421         Cvar_RegisterVariable(&r_track_sprites_scalew);
2422         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2423 }
2424
2425 extern void R_Textures_Init(void);
2426 extern void GL_Draw_Init(void);
2427 extern void GL_Main_Init(void);
2428 extern void R_Shadow_Init(void);
2429 extern void R_Sky_Init(void);
2430 extern void GL_Surf_Init(void);
2431 extern void R_Particles_Init(void);
2432 extern void R_Explosion_Init(void);
2433 extern void gl_backend_init(void);
2434 extern void Sbar_Init(void);
2435 extern void R_LightningBeams_Init(void);
2436 extern void Mod_RenderInit(void);
2437
2438 void Render_Init(void)
2439 {
2440         gl_backend_init();
2441         R_Textures_Init();
2442         GL_Main_Init();
2443         GL_Draw_Init();
2444         R_Shadow_Init();
2445         R_Sky_Init();
2446         GL_Surf_Init();
2447         Sbar_Init();
2448         R_Particles_Init();
2449         R_Explosion_Init();
2450         R_LightningBeams_Init();
2451         Mod_RenderInit();
2452 }
2453
2454 /*
2455 ===============
2456 GL_Init
2457 ===============
2458 */
2459 extern char *ENGINE_EXTENSIONS;
2460 void GL_Init (void)
2461 {
2462         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2463         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2464         gl_version = (const char *)qglGetString(GL_VERSION);
2465         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2466
2467         if (!gl_extensions)
2468                 gl_extensions = "";
2469         if (!gl_platformextensions)
2470                 gl_platformextensions = "";
2471
2472         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2473         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2474         Con_Printf("GL_VERSION: %s\n", gl_version);
2475         Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2476         Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2477
2478         VID_CheckExtensions();
2479
2480         // LordHavoc: report supported extensions
2481         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2482
2483         // clear to black (loading plaque will be seen over this)
2484         CHECKGLERROR
2485         qglClearColor(0,0,0,1);CHECKGLERROR
2486         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2487 }
2488
2489 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2490 {
2491         int i;
2492         mplane_t *p;
2493         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2494         {
2495                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2496                 if (i == 4)
2497                         continue;
2498                 p = r_refdef.view.frustum + i;
2499                 switch(p->signbits)
2500                 {
2501                 default:
2502                 case 0:
2503                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2504                                 return true;
2505                         break;
2506                 case 1:
2507                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2508                                 return true;
2509                         break;
2510                 case 2:
2511                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2512                                 return true;
2513                         break;
2514                 case 3:
2515                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2516                                 return true;
2517                         break;
2518                 case 4:
2519                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2520                                 return true;
2521                         break;
2522                 case 5:
2523                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2524                                 return true;
2525                         break;
2526                 case 6:
2527                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2528                                 return true;
2529                         break;
2530                 case 7:
2531                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2532                                 return true;
2533                         break;
2534                 }
2535         }
2536         return false;
2537 }
2538
2539 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2540 {
2541         int i;
2542         const mplane_t *p;
2543         for (i = 0;i < numplanes;i++)
2544         {
2545                 p = planes + i;
2546                 switch(p->signbits)
2547                 {
2548                 default:
2549                 case 0:
2550                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2551                                 return true;
2552                         break;
2553                 case 1:
2554                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2555                                 return true;
2556                         break;
2557                 case 2:
2558                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2559                                 return true;
2560                         break;
2561                 case 3:
2562                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2563                                 return true;
2564                         break;
2565                 case 4:
2566                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2567                                 return true;
2568                         break;
2569                 case 5:
2570                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2571                                 return true;
2572                         break;
2573                 case 6:
2574                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2575                                 return true;
2576                         break;
2577                 case 7:
2578                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2579                                 return true;
2580                         break;
2581                 }
2582         }
2583         return false;
2584 }
2585
2586 //==================================================================================
2587
2588 static void R_View_UpdateEntityVisible (void)
2589 {
2590         int i, renderimask;
2591         entity_render_t *ent;
2592
2593         if (!r_drawentities.integer)
2594                 return;
2595
2596         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2597         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2598         {
2599                 // worldmodel can check visibility
2600                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2601                 for (i = 0;i < r_refdef.scene.numentities;i++)
2602                 {
2603                         ent = r_refdef.scene.entities[i];
2604                         if (!(ent->flags & renderimask))
2605                         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)))
2606                         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))
2607                                 r_refdef.viewcache.entityvisible[i] = true;
2608                 }
2609                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2610                 {
2611                         for (i = 0;i < r_refdef.scene.numentities;i++)
2612                         {
2613                                 ent = r_refdef.scene.entities[i];
2614                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2615                                 {
2616                                         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))
2617                                                 ent->last_trace_visibility = realtime;
2618                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2619                                                 r_refdef.viewcache.entityvisible[i] = 0;
2620                                 }
2621                         }
2622                 }
2623         }
2624         else
2625         {
2626                 // no worldmodel or it can't check visibility
2627                 for (i = 0;i < r_refdef.scene.numentities;i++)
2628                 {
2629                         ent = r_refdef.scene.entities[i];
2630                         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));
2631                 }
2632         }
2633 }
2634
2635 // only used if skyrendermasked, and normally returns false
2636 int R_DrawBrushModelsSky (void)
2637 {
2638         int i, sky;
2639         entity_render_t *ent;
2640
2641         if (!r_drawentities.integer)
2642                 return false;
2643
2644         sky = false;
2645         for (i = 0;i < r_refdef.scene.numentities;i++)
2646         {
2647                 if (!r_refdef.viewcache.entityvisible[i])
2648                         continue;
2649                 ent = r_refdef.scene.entities[i];
2650                 if (!ent->model || !ent->model->DrawSky)
2651                         continue;
2652                 ent->model->DrawSky(ent);
2653                 sky = true;
2654         }
2655         return sky;
2656 }
2657
2658 static void R_DrawNoModel(entity_render_t *ent);
2659 static void R_DrawModels(void)
2660 {
2661         int i;
2662         entity_render_t *ent;
2663
2664         if (!r_drawentities.integer)
2665                 return;
2666
2667         for (i = 0;i < r_refdef.scene.numentities;i++)
2668         {
2669                 if (!r_refdef.viewcache.entityvisible[i])
2670                         continue;
2671                 ent = r_refdef.scene.entities[i];
2672                 r_refdef.stats.entities++;
2673                 if (ent->model && ent->model->Draw != NULL)
2674                         ent->model->Draw(ent);
2675                 else
2676                         R_DrawNoModel(ent);
2677         }
2678 }
2679
2680 static void R_DrawModelsDepth(void)
2681 {
2682         int i;
2683         entity_render_t *ent;
2684
2685         if (!r_drawentities.integer)
2686                 return;
2687
2688         for (i = 0;i < r_refdef.scene.numentities;i++)
2689         {
2690                 if (!r_refdef.viewcache.entityvisible[i])
2691                         continue;
2692                 ent = r_refdef.scene.entities[i];
2693                 if (ent->model && ent->model->DrawDepth != NULL)
2694                         ent->model->DrawDepth(ent);
2695         }
2696 }
2697
2698 static void R_DrawModelsDebug(void)
2699 {
2700         int i;
2701         entity_render_t *ent;
2702
2703         if (!r_drawentities.integer)
2704                 return;
2705
2706         for (i = 0;i < r_refdef.scene.numentities;i++)
2707         {
2708                 if (!r_refdef.viewcache.entityvisible[i])
2709                         continue;
2710                 ent = r_refdef.scene.entities[i];
2711                 if (ent->model && ent->model->DrawDebug != NULL)
2712                         ent->model->DrawDebug(ent);
2713         }
2714 }
2715
2716 static void R_DrawModelsAddWaterPlanes(void)
2717 {
2718         int i;
2719         entity_render_t *ent;
2720
2721         if (!r_drawentities.integer)
2722                 return;
2723
2724         for (i = 0;i < r_refdef.scene.numentities;i++)
2725         {
2726                 if (!r_refdef.viewcache.entityvisible[i])
2727                         continue;
2728                 ent = r_refdef.scene.entities[i];
2729                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2730                         ent->model->DrawAddWaterPlanes(ent);
2731         }
2732 }
2733
2734 static void R_View_SetFrustum(void)
2735 {
2736         int i;
2737         double slopex, slopey;
2738         vec3_t forward, left, up, origin;
2739
2740         // we can't trust r_refdef.view.forward and friends in reflected scenes
2741         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2742
2743 #if 0
2744         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2745         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2746         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2747         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2748         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2749         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2750         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2751         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2752         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2753         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2754         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2755         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2756 #endif
2757
2758 #if 0
2759         zNear = r_refdef.nearclip;
2760         nudge = 1.0 - 1.0 / (1<<23);
2761         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2762         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2763         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2764         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2765         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2766         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2767         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2768         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2769 #endif
2770
2771
2772
2773 #if 0
2774         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2775         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2776         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2777         r_refdef.view.frustum[0].dist = m[15] - m[12];
2778
2779         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2780         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2781         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2782         r_refdef.view.frustum[1].dist = m[15] + m[12];
2783
2784         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2785         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2786         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2787         r_refdef.view.frustum[2].dist = m[15] - m[13];
2788
2789         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2790         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2791         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2792         r_refdef.view.frustum[3].dist = m[15] + m[13];
2793
2794         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2795         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2796         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2797         r_refdef.view.frustum[4].dist = m[15] - m[14];
2798
2799         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2800         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2801         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2802         r_refdef.view.frustum[5].dist = m[15] + m[14];
2803 #endif
2804
2805         if (r_refdef.view.useperspective)
2806         {
2807                 slopex = 1.0 / r_refdef.view.frustum_x;
2808                 slopey = 1.0 / r_refdef.view.frustum_y;
2809                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2810                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2811                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2812                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2813                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2814
2815                 // Leaving those out was a mistake, those were in the old code, and they
2816                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2817                 // I couldn't reproduce it after adding those normalizations. --blub
2818                 VectorNormalize(r_refdef.view.frustum[0].normal);
2819                 VectorNormalize(r_refdef.view.frustum[1].normal);
2820                 VectorNormalize(r_refdef.view.frustum[2].normal);
2821                 VectorNormalize(r_refdef.view.frustum[3].normal);
2822
2823                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2824                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2825                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2826                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2827                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2828
2829                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2830                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2831                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2832                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2833                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2834         }
2835         else
2836         {
2837                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2838                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2839                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2840                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2841                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2842                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2843                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2844                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2845                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2846                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2847         }
2848         r_refdef.view.numfrustumplanes = 5;
2849
2850         if (r_refdef.view.useclipplane)
2851         {
2852                 r_refdef.view.numfrustumplanes = 6;
2853                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2854         }
2855
2856         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2857                 PlaneClassify(r_refdef.view.frustum + i);
2858
2859         // LordHavoc: note to all quake engine coders, Quake had a special case
2860         // for 90 degrees which assumed a square view (wrong), so I removed it,
2861         // Quake2 has it disabled as well.
2862
2863         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2864         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2865         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2866         //PlaneClassify(&frustum[0]);
2867
2868         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2869         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2870         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2871         //PlaneClassify(&frustum[1]);
2872
2873         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2874         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2875         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2876         //PlaneClassify(&frustum[2]);
2877
2878         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2879         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2880         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2881         //PlaneClassify(&frustum[3]);
2882
2883         // nearclip plane
2884         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2885         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2886         //PlaneClassify(&frustum[4]);
2887 }
2888
2889 void R_View_Update(void)
2890 {
2891         R_View_SetFrustum();
2892         R_View_WorldVisibility(r_refdef.view.useclipplane);
2893         R_View_UpdateEntityVisible();
2894 }
2895
2896 void R_SetupView(qboolean allowwaterclippingplane)
2897 {
2898         if (!r_refdef.view.useperspective)
2899                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2900         else if (gl_stencil && r_useinfinitefarclip.integer)
2901                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2902         else
2903                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2904
2905         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2906
2907         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2908         {
2909                 // LordHavoc: couldn't figure out how to make this approach the
2910                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2911                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2912                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2913                         dist = r_refdef.view.clipplane.dist;
2914                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2915         }
2916 }
2917
2918 void R_ResetViewRendering2D(void)
2919 {
2920         DrawQ_Finish();
2921
2922         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2923         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2924         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2925         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2926         GL_Color(1, 1, 1, 1);
2927         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2928         GL_BlendFunc(GL_ONE, GL_ZERO);
2929         GL_AlphaTest(false);
2930         GL_ScissorTest(false);
2931         GL_DepthMask(false);
2932         GL_DepthRange(0, 1);
2933         GL_DepthTest(false);
2934         R_Mesh_Matrix(&identitymatrix);
2935         R_Mesh_ResetTextureState();
2936         GL_PolygonOffset(0, 0);
2937         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2938         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2939         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2940         qglStencilMask(~0);CHECKGLERROR
2941         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2942         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2943         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2944         R_SetupGenericShader(true);
2945 }
2946
2947 void R_ResetViewRendering3D(void)
2948 {
2949         DrawQ_Finish();
2950
2951         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2952         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2953         R_SetupView(true);
2954         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2955         GL_Color(1, 1, 1, 1);
2956         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2957         GL_BlendFunc(GL_ONE, GL_ZERO);
2958         GL_AlphaTest(false);
2959         GL_ScissorTest(true);
2960         GL_DepthMask(true);
2961         GL_DepthRange(0, 1);
2962         GL_DepthTest(true);
2963         R_Mesh_Matrix(&identitymatrix);
2964         R_Mesh_ResetTextureState();
2965         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2966         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2967         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2968         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2969         qglStencilMask(~0);CHECKGLERROR
2970         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2971         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2972         GL_CullFace(r_refdef.view.cullface_back);
2973         R_SetupGenericShader(true);
2974 }
2975
2976 void R_RenderScene(qboolean addwaterplanes);
2977
2978 static void R_Water_StartFrame(void)
2979 {
2980         int i;
2981         int waterwidth, waterheight, texturewidth, textureheight;
2982         r_waterstate_waterplane_t *p;
2983
2984         // set waterwidth and waterheight to the water resolution that will be
2985         // used (often less than the screen resolution for faster rendering)
2986         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2987         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2988
2989         // calculate desired texture sizes
2990         // can't use water if the card does not support the texture size
2991         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2992                 texturewidth = textureheight = waterwidth = waterheight = 0;
2993         else if (gl_support_arb_texture_non_power_of_two)
2994         {
2995                 texturewidth = waterwidth;
2996                 textureheight = waterheight;
2997         }
2998         else
2999         {
3000                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3001                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3002         }
3003
3004         // allocate textures as needed
3005         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3006         {
3007                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3008                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3009                 {
3010                         if (p->texture_refraction)
3011                                 R_FreeTexture(p->texture_refraction);
3012                         p->texture_refraction = NULL;
3013                         if (p->texture_reflection)
3014                                 R_FreeTexture(p->texture_reflection);
3015                         p->texture_reflection = NULL;
3016                 }
3017                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3018                 r_waterstate.waterwidth = waterwidth;
3019                 r_waterstate.waterheight = waterheight;
3020                 r_waterstate.texturewidth = texturewidth;
3021                 r_waterstate.textureheight = textureheight;
3022         }
3023
3024         if (r_waterstate.waterwidth)
3025         {
3026                 r_waterstate.enabled = true;
3027
3028                 // set up variables that will be used in shader setup
3029                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3030                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3031                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3032                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3033         }
3034
3035         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3036         r_waterstate.numwaterplanes = 0;
3037 }
3038
3039 static void R_Water_AddWaterPlane(msurface_t *surface)
3040 {
3041         int triangleindex, planeindex;
3042         const int *e;
3043         vec3_t vert[3];
3044         vec3_t normal;
3045         vec3_t center;
3046         mplane_t plane;
3047         r_waterstate_waterplane_t *p;
3048         // just use the first triangle with a valid normal for any decisions
3049         VectorClear(normal);
3050         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3051         {
3052                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3053                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3054                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3055                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3056                 if (VectorLength2(normal) >= 0.001)
3057                         break;
3058         }
3059
3060         VectorCopy(normal, plane.normal);
3061         VectorNormalize(plane.normal);
3062         plane.dist = DotProduct(vert[0], plane.normal);
3063         PlaneClassify(&plane);
3064         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3065         {
3066                 // skip backfaces (except if nocullface is set)
3067                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3068                         return;
3069                 VectorNegate(plane.normal, plane.normal);
3070                 plane.dist *= -1;
3071                 PlaneClassify(&plane);
3072         }
3073
3074
3075         // find a matching plane if there is one
3076         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3077                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3078                         break;
3079         if (planeindex >= r_waterstate.maxwaterplanes)
3080                 return; // nothing we can do, out of planes
3081
3082         // if this triangle does not fit any known plane rendered this frame, add one
3083         if (planeindex >= r_waterstate.numwaterplanes)
3084         {
3085                 // store the new plane
3086                 r_waterstate.numwaterplanes++;
3087                 p->plane = plane;
3088                 // clear materialflags and pvs
3089                 p->materialflags = 0;
3090                 p->pvsvalid = false;
3091         }
3092         // merge this surface's materialflags into the waterplane
3093         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3094         // merge this surface's PVS into the waterplane
3095         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3096         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3097          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3098         {
3099                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3100                 p->pvsvalid = true;
3101         }
3102 }
3103
3104 static void R_Water_ProcessPlanes(void)
3105 {
3106         r_refdef_view_t originalview;
3107         int planeindex;
3108         r_waterstate_waterplane_t *p;
3109
3110         originalview = r_refdef.view;
3111
3112         // make sure enough textures are allocated
3113         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3114         {
3115                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3116                 {
3117                         if (!p->texture_refraction)
3118                                 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);
3119                         if (!p->texture_refraction)
3120                                 goto error;
3121                 }
3122
3123                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3124                 {
3125                         if (!p->texture_reflection)
3126                                 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);
3127                         if (!p->texture_reflection)
3128                                 goto error;
3129                 }
3130         }
3131
3132         // render views
3133         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3134         {
3135                 r_refdef.view.showdebug = false;
3136                 r_refdef.view.width = r_waterstate.waterwidth;
3137                 r_refdef.view.height = r_waterstate.waterheight;
3138                 r_refdef.view.useclipplane = true;
3139                 r_waterstate.renderingscene = true;
3140
3141                 // render the normal view scene and copy into texture
3142                 // (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)
3143                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3144                 {
3145                         r_refdef.view.clipplane = p->plane;
3146                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3147                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3148                         PlaneClassify(&r_refdef.view.clipplane);
3149
3150                         R_RenderScene(false);
3151
3152                         // copy view into the screen texture
3153                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3154                         GL_ActiveTexture(0);
3155                         CHECKGLERROR
3156                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3157                 }
3158
3159                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3160                 {
3161                         // render reflected scene and copy into texture
3162                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3163                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3164                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3165                         r_refdef.view.clipplane = p->plane;
3166                         // reverse the cullface settings for this render
3167                         r_refdef.view.cullface_front = GL_FRONT;
3168                         r_refdef.view.cullface_back = GL_BACK;
3169                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3170                         {
3171                                 r_refdef.view.usecustompvs = true;
3172                                 if (p->pvsvalid)
3173                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3174                                 else
3175                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3176                         }
3177
3178                         R_ResetViewRendering3D();
3179                         R_ClearScreen(r_refdef.fogenabled);
3180                         if (r_timereport_active)
3181                                 R_TimeReport("viewclear");
3182
3183                         R_RenderScene(false);
3184
3185                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3186                         GL_ActiveTexture(0);
3187                         CHECKGLERROR
3188                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3189
3190                         R_ResetViewRendering3D();
3191                         R_ClearScreen(r_refdef.fogenabled);
3192                         if (r_timereport_active)
3193                                 R_TimeReport("viewclear");
3194                 }
3195
3196                 r_refdef.view = originalview;
3197                 r_refdef.view.clear = true;
3198                 r_waterstate.renderingscene = false;
3199         }
3200         return;
3201 error:
3202         r_refdef.view = originalview;
3203         r_waterstate.renderingscene = false;
3204         Cvar_SetValueQuick(&r_water, 0);
3205         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3206         return;
3207 }
3208
3209 void R_Bloom_StartFrame(void)
3210 {
3211         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3212
3213         // set bloomwidth and bloomheight to the bloom resolution that will be
3214         // used (often less than the screen resolution for faster rendering)
3215         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3216         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3217         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3218         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3219         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3220
3221         // calculate desired texture sizes
3222         if (gl_support_arb_texture_non_power_of_two)
3223         {
3224                 screentexturewidth = r_refdef.view.width;
3225                 screentextureheight = r_refdef.view.height;
3226                 bloomtexturewidth = r_bloomstate.bloomwidth;
3227                 bloomtextureheight = r_bloomstate.bloomheight;
3228         }
3229         else
3230         {
3231                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3232                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3233                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3234                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3235         }
3236
3237         if ((r_hdr.integer || r_bloom.integer) && ((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))
3238         {
3239                 Cvar_SetValueQuick(&r_hdr, 0);
3240                 Cvar_SetValueQuick(&r_bloom, 0);
3241         }
3242
3243         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3244                 screentexturewidth = screentextureheight = 0;
3245         if (!r_hdr.integer && !r_bloom.integer)
3246                 bloomtexturewidth = bloomtextureheight = 0;
3247
3248         // allocate textures as needed
3249         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3250         {
3251                 if (r_bloomstate.texture_screen)
3252                         R_FreeTexture(r_bloomstate.texture_screen);
3253                 r_bloomstate.texture_screen = NULL;
3254                 r_bloomstate.screentexturewidth = screentexturewidth;
3255                 r_bloomstate.screentextureheight = screentextureheight;
3256                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3257                         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);
3258         }
3259         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3260         {
3261                 if (r_bloomstate.texture_bloom)
3262                         R_FreeTexture(r_bloomstate.texture_bloom);
3263                 r_bloomstate.texture_bloom = NULL;
3264                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3265                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3266                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3267                         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);
3268         }
3269
3270         // set up a texcoord array for the full resolution screen image
3271         // (we have to keep this around to copy back during final render)
3272         r_bloomstate.screentexcoord2f[0] = 0;
3273         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3274         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3275         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3276         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3277         r_bloomstate.screentexcoord2f[5] = 0;
3278         r_bloomstate.screentexcoord2f[6] = 0;
3279         r_bloomstate.screentexcoord2f[7] = 0;
3280
3281         // set up a texcoord array for the reduced resolution bloom image
3282         // (which will be additive blended over the screen image)
3283         r_bloomstate.bloomtexcoord2f[0] = 0;
3284         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3285         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3286         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3287         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3288         r_bloomstate.bloomtexcoord2f[5] = 0;
3289         r_bloomstate.bloomtexcoord2f[6] = 0;
3290         r_bloomstate.bloomtexcoord2f[7] = 0;
3291
3292         if (r_hdr.integer || r_bloom.integer)
3293         {
3294                 r_bloomstate.enabled = true;
3295                 r_bloomstate.hdr = r_hdr.integer != 0;
3296         }
3297 }
3298
3299 void R_Bloom_CopyBloomTexture(float colorscale)
3300 {
3301         r_refdef.stats.bloom++;
3302
3303         // scale down screen texture to the bloom texture size
3304         CHECKGLERROR
3305         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3306         GL_BlendFunc(GL_ONE, GL_ZERO);
3307         GL_Color(colorscale, colorscale, colorscale, 1);
3308         // TODO: optimize with multitexture or GLSL
3309         R_SetupGenericShader(true);
3310         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3311         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3312         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3313         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3314
3315         // we now have a bloom image in the framebuffer
3316         // copy it into the bloom image texture for later processing
3317         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3318         GL_ActiveTexture(0);
3319         CHECKGLERROR
3320         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3321         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3322 }
3323
3324 void R_Bloom_CopyHDRTexture(void)
3325 {
3326         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3327         GL_ActiveTexture(0);
3328         CHECKGLERROR
3329         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3330         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3331 }
3332
3333 void R_Bloom_MakeTexture(void)
3334 {
3335         int x, range, dir;
3336         float xoffset, yoffset, r, brighten;
3337
3338         r_refdef.stats.bloom++;
3339
3340         R_ResetViewRendering2D();
3341         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3342         R_Mesh_ColorPointer(NULL, 0, 0);
3343         R_SetupGenericShader(true);
3344
3345         // we have a bloom image in the framebuffer
3346         CHECKGLERROR
3347         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3348
3349         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3350         {
3351                 x *= 2;
3352                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3353                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3354                 GL_Color(r, r, r, 1);
3355                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3356                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3357                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3358                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3359
3360                 // copy the vertically blurred bloom view to a texture
3361                 GL_ActiveTexture(0);
3362                 CHECKGLERROR
3363                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3364                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3365         }
3366
3367         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3368         brighten = r_bloom_brighten.value;
3369         if (r_hdr.integer)
3370                 brighten *= r_hdr_range.value;
3371         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3372         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3373
3374         for (dir = 0;dir < 2;dir++)
3375         {
3376                 // blend on at multiple vertical offsets to achieve a vertical blur
3377                 // TODO: do offset blends using GLSL
3378                 GL_BlendFunc(GL_ONE, GL_ZERO);
3379                 for (x = -range;x <= range;x++)
3380                 {
3381                         if (!dir){xoffset = 0;yoffset = x;}
3382                         else {xoffset = x;yoffset = 0;}
3383                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3384                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3385                         // compute a texcoord array with the specified x and y offset
3386                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3387                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3388                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3389                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3390                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3391                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3392                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3393                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3394                         // this r value looks like a 'dot' particle, fading sharply to
3395                         // black at the edges
3396                         // (probably not realistic but looks good enough)
3397                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3398                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3399                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3400                         GL_Color(r, r, r, 1);
3401                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3402                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3403                         GL_BlendFunc(GL_ONE, GL_ONE);
3404                 }
3405
3406                 // copy the vertically blurred bloom view to a texture
3407                 GL_ActiveTexture(0);
3408                 CHECKGLERROR
3409                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3410                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3411         }
3412
3413         // apply subtract last
3414         // (just like it would be in a GLSL shader)
3415         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3416         {
3417                 GL_BlendFunc(GL_ONE, GL_ZERO);
3418                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3419                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3420                 GL_Color(1, 1, 1, 1);
3421                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3422                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3423
3424                 GL_BlendFunc(GL_ONE, GL_ONE);
3425                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3426                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3427                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3428                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3429                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3430                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3431                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3432
3433                 // copy the darkened bloom view to a texture
3434                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3435                 GL_ActiveTexture(0);
3436                 CHECKGLERROR
3437                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3438                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3439         }
3440 }
3441
3442 void R_HDR_RenderBloomTexture(void)
3443 {
3444         int oldwidth, oldheight;
3445         float oldcolorscale;
3446
3447         oldcolorscale = r_refdef.view.colorscale;
3448         oldwidth = r_refdef.view.width;
3449         oldheight = r_refdef.view.height;
3450         r_refdef.view.width = r_bloomstate.bloomwidth;
3451         r_refdef.view.height = r_bloomstate.bloomheight;
3452
3453         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3454         // TODO: add exposure compensation features
3455         // TODO: add fp16 framebuffer support
3456
3457         r_refdef.view.showdebug = false;
3458         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3459
3460         R_ClearScreen(r_refdef.fogenabled);
3461         if (r_timereport_active)
3462                 R_TimeReport("HDRclear");
3463
3464         r_waterstate.numwaterplanes = 0;
3465         R_RenderScene(r_waterstate.enabled);
3466         r_refdef.view.showdebug = true;
3467
3468         R_ResetViewRendering2D();
3469
3470         R_Bloom_CopyHDRTexture();
3471         R_Bloom_MakeTexture();
3472
3473         // restore the view settings
3474         r_refdef.view.width = oldwidth;
3475         r_refdef.view.height = oldheight;
3476         r_refdef.view.colorscale = oldcolorscale;
3477
3478         R_ResetViewRendering3D();
3479
3480         R_ClearScreen(r_refdef.fogenabled);
3481         if (r_timereport_active)
3482                 R_TimeReport("viewclear");
3483 }
3484
3485 static void R_BlendView(void)
3486 {
3487         if (r_bloomstate.texture_screen)
3488         {
3489                 // copy view into the screen texture
3490                 R_ResetViewRendering2D();
3491                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3492                 R_Mesh_ColorPointer(NULL, 0, 0);
3493                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3494                 GL_ActiveTexture(0);CHECKGLERROR
3495                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3496                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3497         }
3498
3499         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3500         {
3501                 unsigned int permutation =
3502                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3503                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3504                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3505                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3506
3507                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3508                 {
3509                         // render simple bloom effect
3510                         // copy the screen and shrink it and darken it for the bloom process
3511                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3512                         // make the bloom texture
3513                         R_Bloom_MakeTexture();
3514                 }
3515
3516                 R_ResetViewRendering2D();
3517                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3518                 R_Mesh_ColorPointer(NULL, 0, 0);
3519                 GL_Color(1, 1, 1, 1);
3520                 GL_BlendFunc(GL_ONE, GL_ZERO);
3521                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3522                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3523                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3524                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3525                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3526                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3527                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3528                 if (r_glsl_permutation->loc_TintColor >= 0)
3529                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3530                 if (r_glsl_permutation->loc_ClientTime >= 0)
3531                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3532                 if (r_glsl_permutation->loc_PixelSize >= 0)
3533                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3534                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3535                 {
3536                         float a=0, b=0, c=0, d=0;
3537 #if _MSC_VER >= 1400
3538 #define sscanf sscanf_s
3539 #endif
3540                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3541                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3542                 }
3543                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3544                 {
3545                         float a=0, b=0, c=0, d=0;
3546                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3547                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3548                 }
3549                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3550                 {
3551                         float a=0, b=0, c=0, d=0;
3552                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3553                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3554                 }
3555                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3556                 {
3557                         float a=0, b=0, c=0, d=0;
3558                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3559                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3560                 }
3561                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3562                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3563                 return;
3564         }
3565
3566
3567
3568         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3569         {
3570                 // render high dynamic range bloom effect
3571                 // the bloom texture was made earlier this render, so we just need to
3572                 // blend it onto the screen...
3573                 R_ResetViewRendering2D();
3574                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3575                 R_Mesh_ColorPointer(NULL, 0, 0);
3576                 R_SetupGenericShader(true);
3577                 GL_Color(1, 1, 1, 1);
3578                 GL_BlendFunc(GL_ONE, GL_ONE);
3579                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3580                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3581                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3582                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3583         }
3584         else if (r_bloomstate.texture_bloom)
3585         {
3586                 // render simple bloom effect
3587                 // copy the screen and shrink it and darken it for the bloom process
3588                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3589                 // make the bloom texture
3590                 R_Bloom_MakeTexture();
3591                 // put the original screen image back in place and blend the bloom
3592                 // texture on it
3593                 R_ResetViewRendering2D();
3594                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3595                 R_Mesh_ColorPointer(NULL, 0, 0);
3596                 GL_Color(1, 1, 1, 1);
3597                 GL_BlendFunc(GL_ONE, GL_ZERO);
3598                 // do both in one pass if possible
3599                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3600                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3601                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3602                 {
3603                         R_SetupGenericTwoTextureShader(GL_ADD);
3604                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3605                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3606                 }
3607                 else
3608                 {
3609                         R_SetupGenericShader(true);
3610                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3611                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3612                         // now blend on the bloom texture
3613                         GL_BlendFunc(GL_ONE, GL_ONE);
3614                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3615                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3616                 }
3617                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3618                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3619         }
3620         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3621         {
3622                 // apply a color tint to the whole view
3623                 R_ResetViewRendering2D();
3624                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3625                 R_Mesh_ColorPointer(NULL, 0, 0);
3626                 R_SetupGenericShader(false);
3627                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3628                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3629                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3630         }
3631 }
3632
3633 void R_RenderScene(qboolean addwaterplanes);
3634
3635 matrix4x4_t r_waterscrollmatrix;
3636
3637 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3638 {
3639         if (r_refdef.fog_density)
3640         {
3641                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3642                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3643                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3644
3645                 {
3646                         vec3_t fogvec;
3647                         VectorCopy(r_refdef.fogcolor, fogvec);
3648                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3649                         {
3650                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3651                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3652                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3653                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3654                         }
3655                         //   color.rgb *= ContrastBoost * SceneBrightness;
3656                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3657                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3658                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3659                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3660                 }
3661         }
3662 }
3663
3664 void R_UpdateVariables(void)
3665 {
3666         R_Textures_Frame();
3667
3668         r_refdef.scene.ambient = r_ambient.value;
3669
3670         r_refdef.farclip = 4096;
3671         if (r_refdef.scene.worldmodel)
3672                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3673         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3674
3675         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3676                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3677         r_refdef.polygonfactor = 0;
3678         r_refdef.polygonoffset = 0;
3679         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3680         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3681
3682         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3683         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3684         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3685         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3686         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3687         if (r_showsurfaces.integer)
3688         {
3689                 r_refdef.scene.rtworld = false;
3690                 r_refdef.scene.rtworldshadows = false;
3691                 r_refdef.scene.rtdlight = false;
3692                 r_refdef.scene.rtdlightshadows = false;
3693                 r_refdef.lightmapintensity = 0;
3694         }
3695
3696         if (gamemode == GAME_NEHAHRA)
3697         {
3698                 if (gl_fogenable.integer)
3699                 {
3700                         r_refdef.oldgl_fogenable = true;
3701                         r_refdef.fog_density = gl_fogdensity.value;
3702                         r_refdef.fog_red = gl_fogred.value;
3703                         r_refdef.fog_green = gl_foggreen.value;
3704                         r_refdef.fog_blue = gl_fogblue.value;
3705                         r_refdef.fog_alpha = 1;
3706                         r_refdef.fog_start = 0;
3707                         r_refdef.fog_end = gl_skyclip.value;
3708                 }
3709                 else if (r_refdef.oldgl_fogenable)
3710                 {
3711                         r_refdef.oldgl_fogenable = false;
3712                         r_refdef.fog_density = 0;
3713                         r_refdef.fog_red = 0;
3714                         r_refdef.fog_green = 0;
3715                         r_refdef.fog_blue = 0;
3716                         r_refdef.fog_alpha = 0;
3717                         r_refdef.fog_start = 0;
3718                         r_refdef.fog_end = 0;
3719                 }
3720         }
3721
3722         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3723         r_refdef.fog_start = max(0, r_refdef.fog_start);
3724         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3725
3726         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3727
3728         if (r_refdef.fog_density && r_drawfog.integer)
3729         {
3730                 r_refdef.fogenabled = true;
3731                 // this is the point where the fog reaches 0.9986 alpha, which we
3732                 // consider a good enough cutoff point for the texture
3733                 // (0.9986 * 256 == 255.6)
3734                 if (r_fog_exp2.integer)
3735                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3736                 else
3737                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3738                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3739                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3740                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3741                 // fog color was already set
3742                 // update the fog texture
3743                 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)
3744                         R_BuildFogTexture();
3745         }
3746         else
3747                 r_refdef.fogenabled = false;
3748
3749         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3750         {
3751                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3752                 {
3753                         // build GLSL gamma texture
3754 #define RAMPWIDTH 256
3755                         unsigned short ramp[RAMPWIDTH * 3];
3756                         unsigned char ramprgb[RAMPWIDTH][4];
3757                         int i;
3758
3759                         r_texture_gammaramps_serial = vid_gammatables_serial;
3760
3761                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3762                         for(i = 0; i < RAMPWIDTH; ++i)
3763                         {
3764                                 ramprgb[i][0] = ramp[i] >> 8;
3765                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3766                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3767                                 ramprgb[i][3] = 0;
3768                         }
3769                         if (r_texture_gammaramps)
3770                         {
3771                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3772                         }
3773                         else
3774                         {
3775                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3776                         }
3777                 }
3778         }
3779         else
3780         {
3781                 // remove GLSL gamma texture
3782         }
3783 }
3784
3785 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3786 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3787 /*
3788 ================
3789 R_SelectScene
3790 ================
3791 */
3792 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3793         if( scenetype != r_currentscenetype ) {
3794                 // store the old scenetype
3795                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3796                 r_currentscenetype = scenetype;
3797                 // move in the new scene
3798                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3799         }
3800 }
3801
3802 /*
3803 ================
3804 R_GetScenePointer
3805 ================
3806 */
3807 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3808 {
3809         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3810         if( scenetype == r_currentscenetype ) {
3811                 return &r_refdef.scene;
3812         } else {
3813                 return &r_scenes_store[ scenetype ];
3814         }
3815 }
3816
3817 /*
3818 ================
3819 R_RenderView
3820 ================
3821 */
3822 void R_RenderView(void)
3823 {
3824         if (r_refdef.view.isoverlay)
3825         {
3826                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3827                 GL_Clear( GL_DEPTH_BUFFER_BIT );
3828                 R_TimeReport("depthclear");
3829
3830                 r_refdef.view.showdebug = false;
3831
3832                 r_waterstate.enabled = false;
3833                 r_waterstate.numwaterplanes = 0;
3834
3835                 R_RenderScene(false);
3836
3837                 CHECKGLERROR
3838                 return;
3839         }
3840
3841         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3842                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3843
3844         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3845
3846         // break apart the view matrix into vectors for various purposes
3847         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3848         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3849         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3850         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3851         // make an inverted copy of the view matrix for tracking sprites
3852         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3853
3854         R_Shadow_UpdateWorldLightSelection();
3855
3856         R_Bloom_StartFrame();
3857         R_Water_StartFrame();
3858
3859         CHECKGLERROR
3860         if (r_timereport_active)
3861                 R_TimeReport("viewsetup");
3862
3863         R_ResetViewRendering3D();
3864
3865         if (r_refdef.view.clear || r_refdef.fogenabled)
3866         {
3867                 R_ClearScreen(r_refdef.fogenabled);
3868                 if (r_timereport_active)
3869                         R_TimeReport("viewclear");
3870         }
3871         r_refdef.view.clear = true;
3872
3873         r_refdef.view.showdebug = true;
3874
3875         // this produces a bloom texture to be used in R_BlendView() later
3876         if (r_hdr.integer)
3877                 R_HDR_RenderBloomTexture();
3878
3879         r_waterstate.numwaterplanes = 0;
3880         R_RenderScene(r_waterstate.enabled);
3881
3882         R_BlendView();
3883         if (r_timereport_active)
3884                 R_TimeReport("blendview");
3885
3886         GL_Scissor(0, 0, vid.width, vid.height);
3887         GL_ScissorTest(false);
3888         CHECKGLERROR
3889 }
3890
3891 extern void R_DrawLightningBeams (void);
3892 extern void VM_CL_AddPolygonsToMeshQueue (void);
3893 extern void R_DrawPortals (void);
3894 extern cvar_t cl_locs_show;
3895 static void R_DrawLocs(void);
3896 static void R_DrawEntityBBoxes(void);
3897 void R_RenderScene(qboolean addwaterplanes)
3898 {
3899         r_refdef.stats.renders++;
3900
3901         R_UpdateFogColor();
3902
3903         if (addwaterplanes)
3904         {
3905                 R_ResetViewRendering3D();
3906
3907                 R_View_Update();
3908                 if (r_timereport_active)
3909                         R_TimeReport("watervis");
3910
3911                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3912                 {
3913                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3914                         if (r_timereport_active)
3915                                 R_TimeReport("waterworld");
3916                 }
3917
3918                 // don't let sound skip if going slow
3919                 if (r_refdef.scene.extraupdate)
3920                         S_ExtraUpdate ();
3921
3922                 R_DrawModelsAddWaterPlanes();
3923                 if (r_timereport_active)
3924                         R_TimeReport("watermodels");
3925
3926                 R_Water_ProcessPlanes();
3927                 if (r_timereport_active)
3928                         R_TimeReport("waterscenes");
3929         }
3930
3931         R_ResetViewRendering3D();
3932
3933         // don't let sound skip if going slow
3934         if (r_refdef.scene.extraupdate)
3935                 S_ExtraUpdate ();
3936
3937         R_MeshQueue_BeginScene();
3938
3939         R_SkyStartFrame();
3940
3941         R_View_Update();
3942         if (r_timereport_active)
3943                 R_TimeReport("visibility");
3944
3945         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);
3946
3947         if (cl.csqc_vidvars.drawworld)
3948         {
3949                 // don't let sound skip if going slow
3950                 if (r_refdef.scene.extraupdate)
3951                         S_ExtraUpdate ();
3952
3953                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3954                 {
3955                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3956                         if (r_timereport_active)
3957                                 R_TimeReport("worldsky");
3958                 }
3959
3960                 if (R_DrawBrushModelsSky() && r_timereport_active)
3961                         R_TimeReport("bmodelsky");
3962         }
3963
3964         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3965         {
3966                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3967                 if (r_timereport_active)
3968                         R_TimeReport("worlddepth");
3969         }
3970         if (r_depthfirst.integer >= 2)
3971         {
3972                 R_DrawModelsDepth();
3973                 if (r_timereport_active)
3974                         R_TimeReport("modeldepth");
3975         }
3976
3977         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3978         {
3979                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3980                 if (r_timereport_active)
3981                         R_TimeReport("world");
3982         }
3983
3984         // don't let sound skip if going slow
3985         if (r_refdef.scene.extraupdate)
3986                 S_ExtraUpdate ();
3987
3988         R_DrawModels();
3989         if (r_timereport_active)
3990                 R_TimeReport("models");
3991
3992         // don't let sound skip if going slow
3993         if (r_refdef.scene.extraupdate)
3994                 S_ExtraUpdate ();
3995
3996         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3997         {
3998                 R_DrawModelShadows();
3999
4000                 R_ResetViewRendering3D();
4001
4002                 // don't let sound skip if going slow
4003                 if (r_refdef.scene.extraupdate)
4004                         S_ExtraUpdate ();
4005         }
4006
4007         R_ShadowVolumeLighting(false);
4008         if (r_timereport_active)
4009                 R_TimeReport("rtlights");
4010
4011         // don't let sound skip if going slow
4012         if (r_refdef.scene.extraupdate)
4013                 S_ExtraUpdate ();
4014
4015         if (cl.csqc_vidvars.drawworld)
4016         {
4017                 R_DrawLightningBeams();
4018                 if (r_timereport_active)
4019                         R_TimeReport("lightning");
4020
4021                 R_DrawDecals();
4022                 if (r_timereport_active)
4023                         R_TimeReport("decals");
4024
4025                 R_DrawParticles();
4026                 if (r_timereport_active)
4027                         R_TimeReport("particles");
4028
4029                 R_DrawExplosions();
4030                 if (r_timereport_active)
4031                         R_TimeReport("explosions");
4032         }
4033
4034         R_SetupGenericShader(true);
4035         VM_CL_AddPolygonsToMeshQueue();
4036
4037         if (r_refdef.view.showdebug)
4038         {
4039                 if (cl_locs_show.integer)
4040                 {
4041                         R_DrawLocs();
4042                         if (r_timereport_active)
4043                                 R_TimeReport("showlocs");
4044                 }
4045
4046                 if (r_drawportals.integer)
4047                 {
4048                         R_DrawPortals();
4049                         if (r_timereport_active)
4050                                 R_TimeReport("portals");
4051                 }
4052
4053                 if (r_showbboxes.value > 0)
4054                 {
4055                         R_DrawEntityBBoxes();
4056                         if (r_timereport_active)
4057                                 R_TimeReport("bboxes");
4058                 }
4059         }
4060
4061         R_SetupGenericShader(true);
4062         R_MeshQueue_RenderTransparent();
4063         if (r_timereport_active)
4064                 R_TimeReport("drawtrans");
4065
4066         R_SetupGenericShader(true);
4067
4068         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))
4069         {
4070                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4071                 if (r_timereport_active)
4072                         R_TimeReport("worlddebug");
4073                 R_DrawModelsDebug();
4074                 if (r_timereport_active)
4075                         R_TimeReport("modeldebug");
4076         }
4077
4078         R_SetupGenericShader(true);
4079
4080         if (cl.csqc_vidvars.drawworld)
4081         {
4082                 R_DrawCoronas();
4083                 if (r_timereport_active)
4084                         R_TimeReport("coronas");
4085         }
4086
4087         // don't let sound skip if going slow
4088         if (r_refdef.scene.extraupdate)
4089                 S_ExtraUpdate ();
4090
4091         R_ResetViewRendering2D();
4092 }
4093
4094 static const unsigned short bboxelements[36] =
4095 {
4096         5, 1, 3, 5, 3, 7,
4097         6, 2, 0, 6, 0, 4,
4098         7, 3, 2, 7, 2, 6,
4099         4, 0, 1, 4, 1, 5,
4100         4, 5, 7, 4, 7, 6,
4101         1, 0, 2, 1, 2, 3,
4102 };
4103
4104 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4105 {
4106         int i;
4107         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4108         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4109         GL_DepthMask(false);
4110         GL_DepthRange(0, 1);
4111         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4112         R_Mesh_Matrix(&identitymatrix);
4113         R_Mesh_ResetTextureState();
4114
4115         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4116         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4117         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4118         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4119         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4120         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4121         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4122         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4123         R_FillColors(color4f, 8, cr, cg, cb, ca);
4124         if (r_refdef.fogenabled)
4125         {
4126                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4127                 {
4128                         f1 = FogPoint_World(v);
4129                         f2 = 1 - f1;
4130                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4131                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4132                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4133                 }
4134         }
4135         R_Mesh_VertexPointer(vertex3f, 0, 0);
4136         R_Mesh_ColorPointer(color4f, 0, 0);
4137         R_Mesh_ResetTextureState();
4138         R_SetupGenericShader(false);
4139         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4140 }
4141
4142 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4143 {
4144         int i;
4145         float color[4];
4146         prvm_edict_t *edict;
4147         prvm_prog_t *prog_save = prog;
4148
4149         // this function draws bounding boxes of server entities
4150         if (!sv.active)
4151                 return;
4152
4153         GL_CullFace(GL_NONE);
4154         R_SetupGenericShader(false);
4155
4156         prog = 0;
4157         SV_VM_Begin();
4158         for (i = 0;i < numsurfaces;i++)
4159         {
4160                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4161                 switch ((int)edict->fields.server->solid)
4162                 {
4163                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4164                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4165                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4166                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4167                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4168                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4169                 }
4170                 color[3] *= r_showbboxes.value;
4171                 color[3] = bound(0, color[3], 1);
4172                 GL_DepthTest(!r_showdisabledepthtest.integer);
4173                 GL_CullFace(r_refdef.view.cullface_front);
4174                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4175         }
4176         SV_VM_End();
4177         prog = prog_save;
4178 }
4179
4180 static void R_DrawEntityBBoxes(void)
4181 {
4182         int i;
4183         prvm_edict_t *edict;
4184         vec3_t center;
4185         prvm_prog_t *prog_save = prog;
4186
4187         // this function draws bounding boxes of server entities
4188         if (!sv.active)
4189                 return;
4190
4191         prog = 0;
4192         SV_VM_Begin();
4193         for (i = 0;i < prog->num_edicts;i++)
4194         {
4195                 edict = PRVM_EDICT_NUM(i);
4196                 if (edict->priv.server->free)
4197                         continue;
4198                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4199                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4200                         continue;
4201                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4202                         continue;
4203                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4204                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4205         }
4206         SV_VM_End();
4207         prog = prog_save;
4208 }
4209
4210 unsigned short nomodelelements[24] =
4211 {
4212         5, 2, 0,
4213         5, 1, 2,
4214         5, 0, 3,
4215         5, 3, 1,
4216         0, 2, 4,
4217         2, 1, 4,
4218         3, 0, 4,
4219         1, 3, 4
4220 };
4221
4222 float nomodelvertex3f[6*3] =
4223 {
4224         -16,   0,   0,
4225          16,   0,   0,
4226           0, -16,   0,
4227           0,  16,   0,
4228           0,   0, -16,
4229           0,   0,  16
4230 };
4231
4232 float nomodelcolor4f[6*4] =
4233 {
4234         0.0f, 0.0f, 0.5f, 1.0f,
4235         0.0f, 0.0f, 0.5f, 1.0f,
4236         0.0f, 0.5f, 0.0f, 1.0f,
4237         0.0f, 0.5f, 0.0f, 1.0f,
4238         0.5f, 0.0f, 0.0f, 1.0f,
4239         0.5f, 0.0f, 0.0f, 1.0f
4240 };
4241
4242 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4243 {
4244         int i;
4245         float f1, f2, *c;
4246         float color4f[6*4];
4247         // this is only called once per entity so numsurfaces is always 1, and
4248         // surfacelist is always {0}, so this code does not handle batches
4249         R_Mesh_Matrix(&ent->matrix);
4250
4251         if (ent->flags & EF_ADDITIVE)
4252         {
4253                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4254                 GL_DepthMask(false);
4255         }
4256         else if (ent->alpha < 1)
4257         {
4258                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4259                 GL_DepthMask(false);
4260         }
4261         else
4262         {
4263                 GL_BlendFunc(GL_ONE, GL_ZERO);
4264                 GL_DepthMask(true);
4265         }
4266         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4267         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4268         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4269         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4270         R_SetupGenericShader(false);
4271         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4272         if (r_refdef.fogenabled)
4273         {
4274                 vec3_t org;
4275                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4276                 R_Mesh_ColorPointer(color4f, 0, 0);
4277                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4278                 f1 = FogPoint_World(org);
4279                 f2 = 1 - f1;
4280                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4281                 {
4282                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4283                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4284                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4285                         c[3] *= ent->alpha;
4286                 }
4287         }
4288         else if (ent->alpha != 1)
4289         {
4290                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4291                 R_Mesh_ColorPointer(color4f, 0, 0);
4292                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4293                         c[3] *= ent->alpha;
4294         }
4295         else
4296                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4297         R_Mesh_ResetTextureState();
4298         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4299 }
4300
4301 void R_DrawNoModel(entity_render_t *ent)
4302 {
4303         vec3_t org;
4304         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4305         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4306                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4307         //else
4308         //      R_DrawNoModelCallback(ent, 0);
4309 }
4310
4311 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4312 {
4313         vec3_t right1, right2, diff, normal;
4314
4315         VectorSubtract (org2, org1, normal);
4316
4317         // calculate 'right' vector for start
4318         VectorSubtract (r_refdef.view.origin, org1, diff);
4319         CrossProduct (normal, diff, right1);
4320         VectorNormalize (right1);
4321
4322         // calculate 'right' vector for end
4323         VectorSubtract (r_refdef.view.origin, org2, diff);
4324         CrossProduct (normal, diff, right2);
4325         VectorNormalize (right2);
4326
4327         vert[ 0] = org1[0] + width * right1[0];
4328         vert[ 1] = org1[1] + width * right1[1];
4329         vert[ 2] = org1[2] + width * right1[2];
4330         vert[ 3] = org1[0] - width * right1[0];
4331         vert[ 4] = org1[1] - width * right1[1];
4332         vert[ 5] = org1[2] - width * right1[2];
4333         vert[ 6] = org2[0] - width * right2[0];
4334         vert[ 7] = org2[1] - width * right2[1];
4335         vert[ 8] = org2[2] - width * right2[2];
4336         vert[ 9] = org2[0] + width * right2[0];
4337         vert[10] = org2[1] + width * right2[1];
4338         vert[11] = org2[2] + width * right2[2];
4339 }
4340
4341 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4342
4343 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)
4344 {
4345         float fog = 1.0f;
4346         float vertex3f[12];
4347
4348         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4349                 fog = FogPoint_World(origin);
4350
4351         R_Mesh_Matrix(&identitymatrix);
4352         GL_BlendFunc(blendfunc1, blendfunc2);
4353
4354         if(v_flipped_state)
4355         {
4356                 scalex1 = -scalex1;
4357                 scalex2 = -scalex2;
4358                 GL_CullFace(r_refdef.view.cullface_front);
4359         }
4360         else
4361                 GL_CullFace(r_refdef.view.cullface_back);
4362         GL_CullFace(GL_NONE);
4363
4364         GL_DepthMask(false);
4365         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4366         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4367         GL_DepthTest(!depthdisable);
4368
4369         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4370         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4371         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4372         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4373         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4374         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4375         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4376         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4377         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4378         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4379         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4380         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4381
4382         R_Mesh_VertexPointer(vertex3f, 0, 0);
4383         R_Mesh_ColorPointer(NULL, 0, 0);
4384         R_Mesh_ResetTextureState();
4385         R_SetupGenericShader(true);
4386         R_Mesh_TexBind(0, R_GetTexture(texture));
4387         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4388         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4389         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4390         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4391
4392         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4393         {
4394                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4395                 GL_BlendFunc(blendfunc1, GL_ONE);
4396                 fog = 1 - fog;
4397                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4398                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4399         }
4400 }
4401
4402 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4403 {
4404         int i;
4405         float *vertex3f;
4406         float v[3];
4407         VectorSet(v, x, y, z);
4408         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4409                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4410                         break;
4411         if (i == mesh->numvertices)
4412         {
4413                 if (mesh->numvertices < mesh->maxvertices)
4414                 {
4415                         VectorCopy(v, vertex3f);
4416                         mesh->numvertices++;
4417                 }
4418                 return mesh->numvertices;
4419         }
4420         else
4421                 return i;
4422 }
4423
4424 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4425 {
4426         int i;
4427         int *e, element[3];
4428         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4429         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4430         e = mesh->element3i + mesh->numtriangles * 3;
4431         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4432         {
4433                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4434                 if (mesh->numtriangles < mesh->maxtriangles)
4435                 {
4436                         *e++ = element[0];
4437                         *e++ = element[1];
4438                         *e++ = element[2];
4439                         mesh->numtriangles++;
4440                 }
4441                 element[1] = element[2];
4442         }
4443 }
4444
4445 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4446 {
4447         int i;
4448         int *e, element[3];
4449         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4450         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4451         e = mesh->element3i + mesh->numtriangles * 3;
4452         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4453         {
4454                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4455                 if (mesh->numtriangles < mesh->maxtriangles)
4456                 {
4457                         *e++ = element[0];
4458                         *e++ = element[1];
4459                         *e++ = element[2];
4460                         mesh->numtriangles++;
4461                 }
4462                 element[1] = element[2];
4463         }
4464 }
4465
4466 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4467 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4468 {
4469         int planenum, planenum2;
4470         int w;
4471         int tempnumpoints;
4472         mplane_t *plane, *plane2;
4473         double maxdist;
4474         double temppoints[2][256*3];
4475         // figure out how large a bounding box we need to properly compute this brush
4476         maxdist = 0;
4477         for (w = 0;w < numplanes;w++)
4478                 maxdist = max(maxdist, planes[w].dist);
4479         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4480         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4481         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4482         {
4483                 w = 0;
4484                 tempnumpoints = 4;
4485                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4486                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4487                 {
4488                         if (planenum2 == planenum)
4489                                 continue;
4490                         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);
4491                         w = !w;
4492                 }
4493                 if (tempnumpoints < 3)
4494                         continue;
4495                 // generate elements forming a triangle fan for this polygon
4496                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4497         }
4498 }
4499
4500 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)
4501 {
4502         texturelayer_t *layer;
4503         layer = t->currentlayers + t->currentnumlayers++;
4504         layer->type = type;
4505         layer->depthmask = depthmask;
4506         layer->blendfunc1 = blendfunc1;
4507         layer->blendfunc2 = blendfunc2;
4508         layer->texture = texture;
4509         layer->texmatrix = *matrix;
4510         layer->color[0] = r * r_refdef.view.colorscale;
4511         layer->color[1] = g * r_refdef.view.colorscale;
4512         layer->color[2] = b * r_refdef.view.colorscale;
4513         layer->color[3] = a;
4514 }
4515
4516 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4517 {
4518         double index, f;
4519         index = parms[2] + r_refdef.scene.time * parms[3];
4520         index -= floor(index);
4521         switch (func)
4522         {
4523         default:
4524         case Q3WAVEFUNC_NONE:
4525         case Q3WAVEFUNC_NOISE:
4526         case Q3WAVEFUNC_COUNT:
4527                 f = 0;
4528                 break;
4529         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4530         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4531         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4532         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4533         case Q3WAVEFUNC_TRIANGLE:
4534                 index *= 4;
4535                 f = index - floor(index);
4536                 if (index < 1)
4537                         f = f;
4538                 else if (index < 2)
4539                         f = 1 - f;
4540                 else if (index < 3)
4541                         f = -f;
4542                 else
4543                         f = -(1 - f);
4544                 break;
4545         }
4546         return (float)(parms[0] + parms[1] * f);
4547 }
4548
4549 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4550 {
4551         int w, h, idx;
4552         int i;
4553         dp_model_t *model = ent->model;
4554         float f;
4555         float tcmat[12];
4556         q3shaderinfo_layer_tcmod_t *tcmod;
4557
4558         if (t->basematerialflags & MATERIALFLAG_NODRAW)
4559         {
4560                 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4561                 return;
4562         }
4563
4564         // switch to an alternate material if this is a q1bsp animated material
4565         {
4566                 texture_t *texture = t;
4567                 int s = ent->skinnum;
4568                 if ((unsigned int)s >= (unsigned int)model->numskins)
4569                         s = 0;
4570                 if (model->skinscenes)
4571                 {
4572                         if (model->skinscenes[s].framecount > 1)
4573                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4574                         else
4575                                 s = model->skinscenes[s].firstframe;
4576                 }
4577                 if (s > 0)
4578                         t = t + s * model->num_surfaces;
4579                 if (t->animated)
4580                 {
4581                         // use an alternate animation if the entity's frame is not 0,
4582                         // and only if the texture has an alternate animation
4583                         if (ent->frame2 != 0 && t->anim_total[1])
4584                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4585                         else
4586                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4587                 }
4588                 texture->currentframe = t;
4589         }
4590
4591         // update currentskinframe to be a qw skin or animation frame
4592         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"))
4593         {
4594                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4595                 {
4596                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4597                         if (developer_loading.integer)
4598                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4599                         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);
4600                 }
4601                 t->currentskinframe = r_qwskincache_skinframe[i];
4602                 if (t->currentskinframe == NULL)
4603                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4604         }
4605         else if (t->numskinframes >= 2)
4606                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4607         if (t->backgroundnumskinframes >= 2)
4608                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4609
4610         t->currentmaterialflags = t->basematerialflags;
4611         t->currentalpha = ent->alpha;
4612         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4613                 t->currentalpha *= r_wateralpha.value;
4614         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4615                 t->currentalpha *= t->r_water_wateralpha;
4616         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4617                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4618         if (!(ent->flags & RENDER_LIGHT))
4619                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4620         else if (rsurface.modeltexcoordlightmap2f == NULL)
4621         {
4622                 // pick a model lighting mode
4623                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4624                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4625                 else
4626                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4627         }
4628         if (ent->effects & EF_ADDITIVE)
4629                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4630         else if (t->currentalpha < 1)
4631                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4632         if (ent->effects & EF_DOUBLESIDED)
4633                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4634         if (ent->effects & EF_NODEPTHTEST)
4635                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4636         if (ent->flags & RENDER_VIEWMODEL)
4637                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4638         if (t->backgroundnumskinframes)
4639                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4640         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4641         {
4642                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4643                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4644         }
4645         else
4646                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4647
4648         // there is no tcmod
4649         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4650                 t->currenttexmatrix = r_waterscrollmatrix;
4651
4652         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4653         {
4654                 matrix4x4_t matrix;
4655                 switch(tcmod->tcmod)
4656                 {
4657                 case Q3TCMOD_COUNT:
4658                 case Q3TCMOD_NONE:
4659                         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4660                                 matrix = r_waterscrollmatrix;
4661                         else
4662                                 matrix = identitymatrix;
4663                         break;
4664                 case Q3TCMOD_ENTITYTRANSLATE:
4665                         // this is used in Q3 to allow the gamecode to control texcoord
4666                         // scrolling on the entity, which is not supported in darkplaces yet.
4667                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4668                         break;
4669                 case Q3TCMOD_ROTATE:
4670                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4671                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4672                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4673                         break;
4674                 case Q3TCMOD_SCALE:
4675                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4676                         break;
4677                 case Q3TCMOD_SCROLL:
4678                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4679                         break;
4680                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4681                         w = tcmod->parms[0];
4682                         h = tcmod->parms[1];
4683                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4684                         f = f - floor(f);
4685                         idx = floor(f * w * h);
4686                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4687                         break;
4688                 case Q3TCMOD_STRETCH:
4689                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4690                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4691                         break;
4692                 case Q3TCMOD_TRANSFORM:
4693                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4694                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4695                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4696                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4697                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4698                         break;
4699                 case Q3TCMOD_TURBULENT:
4700                         // this is handled in the RSurf_PrepareVertices function
4701                         matrix = identitymatrix;
4702                         break;
4703                 }
4704                 // either replace or concatenate the transformation
4705                 if (i < 1)
4706                         t->currenttexmatrix = matrix;
4707                 else
4708                 {
4709                         matrix4x4_t temp = t->currenttexmatrix;
4710                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4711                 }
4712         }
4713
4714         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4715         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4716         t->glosstexture = r_texture_black;
4717         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4718         t->backgroundglosstexture = r_texture_black;
4719         t->specularpower = r_shadow_glossexponent.value;
4720         // TODO: store reference values for these in the texture?
4721         t->specularscale = 0;
4722         if (r_shadow_gloss.integer > 0)
4723         {
4724                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4725                 {
4726                         if (r_shadow_glossintensity.value > 0)
4727                         {
4728                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4729                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4730                                 t->specularscale = r_shadow_glossintensity.value;
4731                         }
4732                 }
4733                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4734                 {
4735                         t->glosstexture = r_texture_white;
4736                         t->backgroundglosstexture = r_texture_white;
4737                         t->specularscale = r_shadow_gloss2intensity.value;
4738                 }
4739         }
4740
4741         // lightmaps mode looks bad with dlights using actual texturing, so turn
4742         // off the colormap and glossmap, but leave the normalmap on as it still
4743         // accurately represents the shading involved
4744         if (gl_lightmaps.integer)
4745         {
4746                 t->basetexture = r_texture_grey128;
4747                 t->backgroundbasetexture = NULL;
4748                 t->specularscale = 0;
4749                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4750         }
4751
4752         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4753         VectorClear(t->dlightcolor);
4754         t->currentnumlayers = 0;
4755         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4756         {
4757                 int layerflags = 0;
4758                 int blendfunc1, blendfunc2, depthmask;
4759                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4760                 {
4761                         blendfunc1 = GL_SRC_ALPHA;
4762                         blendfunc2 = GL_ONE;
4763                 }
4764                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4765                 {
4766                         blendfunc1 = GL_SRC_ALPHA;
4767                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4768                 }
4769                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4770                 {
4771                         blendfunc1 = t->customblendfunc[0];
4772                         blendfunc2 = t->customblendfunc[1];
4773                 }
4774                 else
4775                 {
4776                         blendfunc1 = GL_ONE;
4777                         blendfunc2 = GL_ZERO;
4778                 }
4779                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4780                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4781                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4782                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4783                 {
4784                         // fullbright is not affected by r_refdef.lightmapintensity
4785                         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]);
4786                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4787                                 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]);
4788                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4789                                 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]);
4790                 }
4791                 else
4792                 {
4793                         vec3_t ambientcolor;
4794                         float colorscale;
4795                         // set the color tint used for lights affecting this surface
4796                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4797                         colorscale = 2;
4798                         // q3bsp has no lightmap updates, so the lightstylevalue that
4799                         // would normally be baked into the lightmap must be
4800                         // applied to the color
4801                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4802                         if (ent->model->type == mod_brushq3)
4803                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4804                         colorscale *= r_refdef.lightmapintensity;
4805                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4806                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4807                         // basic lit geometry
4808                         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]);
4809                         // add pants/shirt if needed
4810                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4811                                 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]);
4812                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4813                                 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]);
4814                         // now add ambient passes if needed
4815                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4816                         {
4817                                 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]);
4818                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4819                                         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]);
4820                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4821                                         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]);
4822                         }
4823                 }
4824                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4825                         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]);
4826                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4827                 {
4828                         // if this is opaque use alpha blend which will darken the earlier
4829                         // passes cheaply.
4830                         //
4831                         // if this is an alpha blended material, all the earlier passes
4832                         // were darkened by fog already, so we only need to add the fog
4833                         // color ontop through the fog mask texture
4834                         //
4835                         // if this is an additive blended material, all the earlier passes
4836                         // were darkened by fog already, and we should not add fog color
4837                         // (because the background was not darkened, there is no fog color
4838                         // that was lost behind it).
4839                         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]);
4840                 }
4841         }
4842 }
4843
4844 void R_UpdateAllTextureInfo(entity_render_t *ent)
4845 {
4846         int i;
4847         if (ent->model)
4848                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4849                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4850 }
4851
4852 rsurfacestate_t rsurface;
4853
4854 void R_Mesh_ResizeArrays(int newvertices)
4855 {
4856         float *base;
4857         if (rsurface.array_size >= newvertices)
4858                 return;
4859         if (rsurface.array_modelvertex3f)
4860                 Mem_Free(rsurface.array_modelvertex3f);
4861         rsurface.array_size = (newvertices + 1023) & ~1023;
4862         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4863         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4864         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4865         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4866         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4867         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4868         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4869         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4870         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4871         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4872         rsurface.array_color4f           = base + rsurface.array_size * 27;
4873         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4874 }
4875
4876 void RSurf_ActiveWorldEntity(void)
4877 {
4878         dp_model_t *model = r_refdef.scene.worldmodel;
4879         if (rsurface.array_size < model->surfmesh.num_vertices)
4880                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4881         rsurface.matrix = identitymatrix;
4882         rsurface.inversematrix = identitymatrix;
4883         R_Mesh_Matrix(&identitymatrix);
4884         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4885         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4886         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4887         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4888         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4889         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4890         rsurface.frameblend[0].frame = 0;
4891         rsurface.frameblend[0].lerp = 1;
4892         rsurface.frameblend[1].frame = 0;
4893         rsurface.frameblend[1].lerp = 0;
4894         rsurface.frameblend[2].frame = 0;
4895         rsurface.frameblend[2].lerp = 0;
4896         rsurface.frameblend[3].frame = 0;
4897         rsurface.frameblend[3].lerp = 0;
4898         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4899         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4900         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4901         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4902         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4903         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4904         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4905         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4906         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4907         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4908         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4909         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4910         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4911         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4912         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4913         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4914         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4915         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4916         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4917         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4918         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4919         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4920         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4921         rsurface.modelelement3i = model->surfmesh.data_element3i;
4922         rsurface.modelelement3s = model->surfmesh.data_element3s;
4923         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4924         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4925         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4926         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4927         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4928         rsurface.modelsurfaces = model->data_surfaces;
4929         rsurface.generatedvertex = false;
4930         rsurface.vertex3f  = rsurface.modelvertex3f;
4931         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4932         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4933         rsurface.svector3f = rsurface.modelsvector3f;
4934         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4935         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4936         rsurface.tvector3f = rsurface.modeltvector3f;
4937         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4938         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4939         rsurface.normal3f  = rsurface.modelnormal3f;
4940         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4941         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4942         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4943 }
4944
4945 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4946 {
4947         dp_model_t *model = ent->model;
4948         if (rsurface.array_size < model->surfmesh.num_vertices)
4949                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4950         rsurface.matrix = ent->matrix;
4951         rsurface.inversematrix = ent->inversematrix;
4952         R_Mesh_Matrix(&rsurface.matrix);
4953         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4954         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4955         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4956         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4957         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4958         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4959         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4960         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4961         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4962         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4963         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4964         rsurface.frameblend[0] = ent->frameblend[0];
4965         rsurface.frameblend[1] = ent->frameblend[1];
4966         rsurface.frameblend[2] = ent->frameblend[2];
4967         rsurface.frameblend[3] = ent->frameblend[3];
4968         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4969         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4970         if (ent->model->brush.submodel)
4971         {
4972                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4973                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4974         }
4975         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4976         {
4977                 if (wanttangents)
4978                 {
4979                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4980                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4981                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4982                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4983                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4984                 }
4985                 else if (wantnormals)
4986                 {
4987                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4988                         rsurface.modelsvector3f = NULL;
4989                         rsurface.modeltvector3f = NULL;
4990                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4991                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4992                 }
4993                 else
4994                 {
4995                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4996                         rsurface.modelsvector3f = NULL;
4997                         rsurface.modeltvector3f = NULL;
4998                         rsurface.modelnormal3f = NULL;
4999                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5000                 }
5001                 rsurface.modelvertex3f_bufferobject = 0;
5002                 rsurface.modelvertex3f_bufferoffset = 0;
5003                 rsurface.modelsvector3f_bufferobject = 0;
5004                 rsurface.modelsvector3f_bufferoffset = 0;
5005                 rsurface.modeltvector3f_bufferobject = 0;
5006                 rsurface.modeltvector3f_bufferoffset = 0;
5007                 rsurface.modelnormal3f_bufferobject = 0;
5008                 rsurface.modelnormal3f_bufferoffset = 0;
5009                 rsurface.generatedvertex = true;
5010         }
5011         else
5012         {
5013                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5014                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5015                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5016                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5017                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5018                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5019                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5020                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5021                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5022                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5023                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5024                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5025                 rsurface.generatedvertex = false;
5026         }
5027         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5028         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5029         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5030         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5031         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5032         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5033         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5034         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5035         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5036         rsurface.modelelement3i = model->surfmesh.data_element3i;
5037         rsurface.modelelement3s = model->surfmesh.data_element3s;
5038         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5039         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5040         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5041         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5042         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5043         rsurface.modelsurfaces = model->data_surfaces;
5044         rsurface.vertex3f  = rsurface.modelvertex3f;
5045         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5046         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5047         rsurface.svector3f = rsurface.modelsvector3f;
5048         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5049         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5050         rsurface.tvector3f = rsurface.modeltvector3f;
5051         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5052         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5053         rsurface.normal3f  = rsurface.modelnormal3f;
5054         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5055         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5056         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5057 }
5058
5059 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5060 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5061 {
5062         int deformindex;
5063         int texturesurfaceindex;
5064         int i, j;
5065         float amplitude;
5066         float animpos;
5067         float scale;
5068         const float *v1, *in_tc;
5069         float *out_tc;
5070         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5071         float waveparms[4];
5072         q3shaderinfo_deform_t *deform;
5073         // 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
5074         if (rsurface.generatedvertex)
5075         {
5076                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5077                         generatenormals = true;
5078                 for (i = 0;i < Q3MAXDEFORMS;i++)
5079                 {
5080                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5081                         {
5082                                 generatetangents = true;
5083                                 generatenormals = true;
5084                         }
5085                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5086                                 generatenormals = true;
5087                 }
5088                 if (generatenormals && !rsurface.modelnormal3f)
5089                 {
5090                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5091                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5092                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5093                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5094                 }
5095                 if (generatetangents && !rsurface.modelsvector3f)
5096                 {
5097                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5098                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5099                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5100                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5101                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5102                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5103                         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);
5104                 }
5105         }
5106         rsurface.vertex3f  = rsurface.modelvertex3f;
5107         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5108         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5109         rsurface.svector3f = rsurface.modelsvector3f;
5110         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5111         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5112         rsurface.tvector3f = rsurface.modeltvector3f;
5113         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5114         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5115         rsurface.normal3f  = rsurface.modelnormal3f;
5116         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5117         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5118         // if vertices are deformed (sprite flares and things in maps, possibly
5119         // water waves, bulges and other deformations), generate them into
5120         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5121         // (may be static model data or generated data for an animated model, or
5122         //  the previous deform pass)
5123         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5124         {
5125                 switch (deform->deform)
5126                 {
5127                 default:
5128                 case Q3DEFORM_PROJECTIONSHADOW:
5129                 case Q3DEFORM_TEXT0:
5130                 case Q3DEFORM_TEXT1:
5131                 case Q3DEFORM_TEXT2:
5132                 case Q3DEFORM_TEXT3:
5133                 case Q3DEFORM_TEXT4:
5134                 case Q3DEFORM_TEXT5:
5135                 case Q3DEFORM_TEXT6:
5136                 case Q3DEFORM_TEXT7:
5137                 case Q3DEFORM_NONE:
5138                         break;
5139                 case Q3DEFORM_AUTOSPRITE:
5140                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5141                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5142                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5143                         VectorNormalize(newforward);
5144                         VectorNormalize(newright);
5145                         VectorNormalize(newup);
5146                         // make deformed versions of only the model vertices used by the specified surfaces
5147                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5148                         {
5149                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5150                                 // a single autosprite surface can contain multiple sprites...
5151                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5152                                 {
5153                                         VectorClear(center);
5154                                         for (i = 0;i < 4;i++)
5155                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5156                                         VectorScale(center, 0.25f, center);
5157                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5158                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5159                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5160                                         for (i = 0;i < 4;i++)
5161                                         {
5162                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5163                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5164                                         }
5165                                 }
5166                                 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);
5167                                 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);
5168                         }
5169                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5170                         rsurface.vertex3f_bufferobject = 0;
5171                         rsurface.vertex3f_bufferoffset = 0;
5172                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5173                         rsurface.svector3f_bufferobject = 0;
5174                         rsurface.svector3f_bufferoffset = 0;
5175                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5176                         rsurface.tvector3f_bufferobject = 0;
5177                         rsurface.tvector3f_bufferoffset = 0;
5178                         rsurface.normal3f = rsurface.array_deformednormal3f;
5179                         rsurface.normal3f_bufferobject = 0;
5180                         rsurface.normal3f_bufferoffset = 0;
5181                         break;
5182                 case Q3DEFORM_AUTOSPRITE2:
5183                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5184                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5185                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5186                         VectorNormalize(newforward);
5187                         VectorNormalize(newright);
5188                         VectorNormalize(newup);
5189                         // make deformed versions of only the model vertices used by the specified surfaces
5190                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5191                         {
5192                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5193                                 const float *v1, *v2;
5194                                 vec3_t start, end;
5195                                 float f, l;
5196                                 struct
5197                                 {
5198                                         float length2;
5199                                         const float *v1;
5200                                         const float *v2;
5201                                 }
5202                                 shortest[2];
5203                                 memset(shortest, 0, sizeof(shortest));
5204                                 // a single autosprite surface can contain multiple sprites...
5205                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5206                                 {
5207                                         VectorClear(center);
5208                                         for (i = 0;i < 4;i++)
5209                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5210                                         VectorScale(center, 0.25f, center);
5211                                         // find the two shortest edges, then use them to define the
5212                                         // axis vectors for rotating around the central axis
5213                                         for (i = 0;i < 6;i++)
5214                                         {
5215                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5216                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5217 #if 0
5218                                                 Debug_PolygonBegin(NULL, 0);
5219                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5220                                                 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);
5221                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5222                                                 Debug_PolygonEnd();
5223 #endif
5224                                                 l = VectorDistance2(v1, v2);
5225                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5226                                                 if (v1[2] != v2[2])
5227                                                         l += (1.0f / 1024.0f);
5228                                                 if (shortest[0].length2 > l || i == 0)
5229                                                 {
5230                                                         shortest[1] = shortest[0];
5231                                                         shortest[0].length2 = l;
5232                                                         shortest[0].v1 = v1;
5233                                                         shortest[0].v2 = v2;
5234                                                 }
5235                                                 else if (shortest[1].length2 > l || i == 1)
5236                                                 {
5237                                                         shortest[1].length2 = l;
5238                                                         shortest[1].v1 = v1;
5239                                                         shortest[1].v2 = v2;
5240                                                 }
5241                                         }
5242                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5243                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5244 #if 0
5245                                         Debug_PolygonBegin(NULL, 0);
5246                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5247                                         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);
5248                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5249                                         Debug_PolygonEnd();
5250 #endif
5251                                         // this calculates the right vector from the shortest edge
5252                                         // and the up vector from the edge midpoints
5253                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5254                                         VectorNormalize(right);
5255                                         VectorSubtract(end, start, up);
5256                                         VectorNormalize(up);
5257                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5258                                         //VectorSubtract(rsurface.modelorg, center, forward);
5259                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5260                                         VectorNegate(forward, forward);
5261                                         VectorReflect(forward, 0, up, forward);
5262                                         VectorNormalize(forward);
5263                                         CrossProduct(up, forward, newright);
5264                                         VectorNormalize(newright);
5265 #if 0
5266                                         Debug_PolygonBegin(NULL, 0);
5267                                         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);
5268                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5269                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5270                                         Debug_PolygonEnd();
5271 #endif
5272 #if 0
5273                                         Debug_PolygonBegin(NULL, 0);
5274                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5275                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5276                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5277                                         Debug_PolygonEnd();
5278 #endif
5279                                         // rotate the quad around the up axis vector, this is made
5280                                         // especially easy by the fact we know the quad is flat,
5281                                         // so we only have to subtract the center position and
5282                                         // measure distance along the right vector, and then
5283                                         // multiply that by the newright vector and add back the
5284                                         // center position
5285                                         // we also need to subtract the old position to undo the
5286                                         // displacement from the center, which we do with a
5287                                         // DotProduct, the subtraction/addition of center is also
5288                                         // optimized into DotProducts here
5289                                         l = DotProduct(right, center);
5290                                         for (i = 0;i < 4;i++)
5291                                         {
5292                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5293                                                 f = DotProduct(right, v1) - l;
5294                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5295                                         }
5296                                 }
5297                                 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);
5298                                 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);
5299                         }
5300                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5301                         rsurface.vertex3f_bufferobject = 0;
5302                         rsurface.vertex3f_bufferoffset = 0;
5303                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5304                         rsurface.svector3f_bufferobject = 0;
5305                         rsurface.svector3f_bufferoffset = 0;
5306                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5307                         rsurface.tvector3f_bufferobject = 0;
5308                         rsurface.tvector3f_bufferoffset = 0;
5309                         rsurface.normal3f = rsurface.array_deformednormal3f;
5310                         rsurface.normal3f_bufferobject = 0;
5311                         rsurface.normal3f_bufferoffset = 0;
5312                         break;
5313                 case Q3DEFORM_NORMAL:
5314                         // deform the normals to make reflections wavey
5315                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5316                         {
5317                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5318                                 for (j = 0;j < surface->num_vertices;j++)
5319                                 {
5320                                         float vertex[3];
5321                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5322                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5323                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5324                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5325                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5326                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5327                                         VectorNormalize(normal);
5328                                 }
5329                                 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);
5330                         }
5331                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5332                         rsurface.svector3f_bufferobject = 0;
5333                         rsurface.svector3f_bufferoffset = 0;
5334                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5335                         rsurface.tvector3f_bufferobject = 0;
5336                         rsurface.tvector3f_bufferoffset = 0;
5337                         rsurface.normal3f = rsurface.array_deformednormal3f;
5338                         rsurface.normal3f_bufferobject = 0;
5339                         rsurface.normal3f_bufferoffset = 0;
5340                         break;
5341                 case Q3DEFORM_WAVE:
5342                         // deform vertex array to make wavey water and flags and such
5343                         waveparms[0] = deform->waveparms[0];
5344                         waveparms[1] = deform->waveparms[1];
5345                         waveparms[2] = deform->waveparms[2];
5346                         waveparms[3] = deform->waveparms[3];
5347                         // this is how a divisor of vertex influence on deformation
5348                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5349                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5350                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5351                         {
5352                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5353                                 for (j = 0;j < surface->num_vertices;j++)
5354                                 {
5355                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5356                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5357                                         // if the wavefunc depends on time, evaluate it per-vertex
5358                                         if (waveparms[3])
5359                                         {
5360                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5361                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5362                                         }
5363                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5364                                 }
5365                         }
5366                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5367                         rsurface.vertex3f_bufferobject = 0;
5368                         rsurface.vertex3f_bufferoffset = 0;
5369                         break;
5370                 case Q3DEFORM_BULGE:
5371                         // deform vertex array to make the surface have moving bulges
5372                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5373                         {
5374                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5375                                 for (j = 0;j < surface->num_vertices;j++)
5376                                 {
5377                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5378                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5379                                 }
5380                         }
5381                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5382                         rsurface.vertex3f_bufferobject = 0;
5383                         rsurface.vertex3f_bufferoffset = 0;
5384                         break;
5385                 case Q3DEFORM_MOVE:
5386                         // deform vertex array
5387                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5388                         VectorScale(deform->parms, scale, waveparms);
5389                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5390                         {
5391                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5392                                 for (j = 0;j < surface->num_vertices;j++)
5393                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5394                         }
5395                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5396                         rsurface.vertex3f_bufferobject = 0;
5397                         rsurface.vertex3f_bufferoffset = 0;
5398                         break;
5399                 }
5400         }
5401         // generate texcoords based on the chosen texcoord source
5402         switch(rsurface.texture->tcgen.tcgen)
5403         {
5404         default:
5405         case Q3TCGEN_TEXTURE:
5406                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5407                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5408                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5409                 break;
5410         case Q3TCGEN_LIGHTMAP:
5411                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5412                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5413                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5414                 break;
5415         case Q3TCGEN_VECTOR:
5416                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5417                 {
5418                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5419                         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)
5420                         {
5421                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5422                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5423                         }
5424                 }
5425                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5426                 rsurface.texcoordtexture2f_bufferobject  = 0;
5427                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5428                 break;
5429         case Q3TCGEN_ENVIRONMENT:
5430                 // make environment reflections using a spheremap
5431                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5432                 {
5433                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5434                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5435                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5436                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5437                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5438                         {
5439                                 float l, d, eyedir[3];
5440                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5441                                 l = 0.5f / VectorLength(eyedir);
5442                                 d = DotProduct(normal, eyedir)*2;
5443                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5444                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5445                         }
5446                 }
5447                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5448                 rsurface.texcoordtexture2f_bufferobject  = 0;
5449                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5450                 break;
5451         }
5452         // the only tcmod that needs software vertex processing is turbulent, so
5453         // check for it here and apply the changes if needed
5454         // and we only support that as the first one
5455         // (handling a mixture of turbulent and other tcmods would be problematic
5456         //  without punting it entirely to a software path)
5457         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5458         {
5459                 amplitude = rsurface.texture->tcmods[0].parms[1];
5460                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5461                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5462                 {
5463                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5464                         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)
5465                         {
5466                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5467                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5468                         }
5469                 }
5470                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5471                 rsurface.texcoordtexture2f_bufferobject  = 0;
5472                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5473         }
5474         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5475         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5476         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5477         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5478 }
5479
5480 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5481 {
5482         int i, j;
5483         const msurface_t *surface = texturesurfacelist[0];
5484         const msurface_t *surface2;
5485         int firstvertex;
5486         int endvertex;
5487         int numvertices;
5488         int numtriangles;
5489         // TODO: lock all array ranges before render, rather than on each surface
5490         if (texturenumsurfaces == 1)
5491         {
5492                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5493                 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);
5494         }
5495         else if (r_batchmode.integer == 2)
5496         {
5497                 #define MAXBATCHTRIANGLES 4096
5498                 int batchtriangles = 0;
5499                 int batchelements[MAXBATCHTRIANGLES*3];
5500                 for (i = 0;i < texturenumsurfaces;i = j)
5501                 {
5502                         surface = texturesurfacelist[i];
5503                         j = i + 1;
5504                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5505                         {
5506                                 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);
5507                                 continue;
5508                         }
5509                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5510                         batchtriangles = surface->num_triangles;
5511                         firstvertex = surface->num_firstvertex;
5512                         endvertex = surface->num_firstvertex + surface->num_vertices;
5513                         for (;j < texturenumsurfaces;j++)
5514                         {
5515                                 surface2 = texturesurfacelist[j];
5516                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5517                                         break;
5518                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5519                                 batchtriangles += surface2->num_triangles;
5520                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5521                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5522                         }
5523                         surface2 = texturesurfacelist[j-1];
5524                         numvertices = endvertex - firstvertex;
5525                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5526                 }
5527         }
5528         else if (r_batchmode.integer == 1)
5529         {
5530                 for (i = 0;i < texturenumsurfaces;i = j)
5531                 {
5532                         surface = texturesurfacelist[i];
5533                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5534                                 if (texturesurfacelist[j] != surface2)
5535                                         break;
5536                         surface2 = texturesurfacelist[j-1];
5537                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5538                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5539                         GL_LockArrays(surface->num_firstvertex, numvertices);
5540                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5541                 }
5542         }
5543         else
5544         {
5545                 for (i = 0;i < texturenumsurfaces;i++)
5546                 {
5547                         surface = texturesurfacelist[i];
5548                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5549                         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);
5550                 }
5551         }
5552 }
5553
5554 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5555 {
5556         int i, planeindex, vertexindex;
5557         float d, bestd;
5558         vec3_t vert;
5559         const float *v;
5560         r_waterstate_waterplane_t *p, *bestp;
5561         msurface_t *surface;
5562         if (r_waterstate.renderingscene)
5563                 return;
5564         for (i = 0;i < texturenumsurfaces;i++)
5565         {
5566                 surface = texturesurfacelist[i];
5567                 if (lightmaptexunit >= 0)
5568                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5569                 if (deluxemaptexunit >= 0)
5570                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5571                 // pick the closest matching water plane
5572                 bestd = 0;
5573                 bestp = NULL;
5574                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5575                 {
5576                         d = 0;
5577                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5578                         {
5579                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5580                                 d += fabs(PlaneDiff(vert, &p->plane));
5581                         }
5582                         if (bestd > d || !bestp)
5583                         {
5584                                 bestd = d;
5585                                 bestp = p;
5586                         }
5587                 }
5588                 if (bestp)
5589                 {
5590                         if (refractiontexunit >= 0)
5591                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5592                         if (reflectiontexunit >= 0)
5593                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5594                 }
5595                 else
5596                 {
5597                         if (refractiontexunit >= 0)
5598                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5599                         if (reflectiontexunit >= 0)
5600                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5601                 }
5602                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5603                 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);
5604         }
5605 }
5606
5607 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5608 {
5609         int i;
5610         int j;
5611         const msurface_t *surface = texturesurfacelist[0];
5612         const msurface_t *surface2;
5613         int firstvertex;
5614         int endvertex;
5615         int numvertices;
5616         int numtriangles;
5617         // TODO: lock all array ranges before render, rather than on each surface
5618         if (texturenumsurfaces == 1)
5619         {
5620                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5621                 if (deluxemaptexunit >= 0)
5622                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5623                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5624                 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);
5625         }
5626         else if (r_batchmode.integer == 2)
5627         {
5628                 #define MAXBATCHTRIANGLES 4096
5629                 int batchtriangles = 0;
5630                 int batchelements[MAXBATCHTRIANGLES*3];
5631                 for (i = 0;i < texturenumsurfaces;i = j)
5632                 {
5633                         surface = texturesurfacelist[i];
5634                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5635                         if (deluxemaptexunit >= 0)
5636                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5637                         j = i + 1;
5638                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5639                         {
5640                                 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);
5641                                 continue;
5642                         }
5643                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5644                         batchtriangles = surface->num_triangles;
5645                         firstvertex = surface->num_firstvertex;
5646                         endvertex = surface->num_firstvertex + surface->num_vertices;
5647                         for (;j < texturenumsurfaces;j++)
5648                         {
5649                                 surface2 = texturesurfacelist[j];
5650                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5651                                         break;
5652                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5653                                 batchtriangles += surface2->num_triangles;
5654                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5655                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5656                         }
5657                         surface2 = texturesurfacelist[j-1];
5658                         numvertices = endvertex - firstvertex;
5659                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5660                 }
5661         }
5662         else if (r_batchmode.integer == 1)
5663         {
5664 #if 0
5665                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5666                 for (i = 0;i < texturenumsurfaces;i = j)
5667                 {
5668                         surface = texturesurfacelist[i];
5669                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5670                                 if (texturesurfacelist[j] != surface2)
5671                                         break;
5672                         Con_Printf(" %i", j - i);
5673                 }
5674                 Con_Printf("\n");
5675                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5676 #endif
5677                 for (i = 0;i < texturenumsurfaces;i = j)
5678                 {
5679                         surface = texturesurfacelist[i];
5680                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5681                         if (deluxemaptexunit >= 0)
5682                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5683                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5684                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5685                                         break;
5686 #if 0
5687                         Con_Printf(" %i", j - i);
5688 #endif
5689                         surface2 = texturesurfacelist[j-1];
5690                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5691                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5692                         GL_LockArrays(surface->num_firstvertex, numvertices);
5693                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5694                 }
5695 #if 0
5696                 Con_Printf("\n");
5697 #endif
5698         }
5699         else
5700         {
5701                 for (i = 0;i < texturenumsurfaces;i++)
5702                 {
5703                         surface = texturesurfacelist[i];
5704                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5705                         if (deluxemaptexunit >= 0)
5706                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5707                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5708                         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);
5709                 }
5710         }
5711 }
5712
5713 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5714 {
5715         int j;
5716         int texturesurfaceindex;
5717         if (r_showsurfaces.integer == 2)
5718         {
5719                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5720                 {
5721                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5722                         for (j = 0;j < surface->num_triangles;j++)
5723                         {
5724                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5725                                 GL_Color(f, f, f, 1);
5726                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5727                         }
5728                 }
5729         }
5730         else
5731         {
5732                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5733                 {
5734                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5735                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5736                         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);
5737                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5738                         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);
5739                 }
5740         }
5741 }
5742
5743 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5744 {
5745         int texturesurfaceindex;
5746         int i;
5747         float *v, *c2;
5748         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5749         {
5750                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5751                 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)
5752                 {
5753                         c2[0] = 0.5;
5754                         c2[1] = 0.5;
5755                         c2[2] = 0.5;
5756                         c2[3] = 1;
5757                 }
5758         }
5759         rsurface.lightmapcolor4f = rsurface.array_color4f;
5760         rsurface.lightmapcolor4f_bufferobject = 0;
5761         rsurface.lightmapcolor4f_bufferoffset = 0;
5762 }
5763
5764 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5765 {
5766         int texturesurfaceindex;
5767         int i;
5768         float f;
5769         float *v, *c, *c2;
5770         if (rsurface.lightmapcolor4f)
5771         {
5772                 // generate color arrays for the surfaces in this list
5773                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5774                 {
5775                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5776                         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)
5777                         {
5778                                 f = FogPoint_Model(v);
5779                                 c2[0] = c[0] * f;
5780                                 c2[1] = c[1] * f;
5781                                 c2[2] = c[2] * f;
5782                                 c2[3] = c[3];
5783                         }
5784                 }
5785         }
5786         else
5787         {
5788                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5789                 {
5790                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5791                         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)
5792                         {
5793                                 f = FogPoint_Model(v);
5794                                 c2[0] = f;
5795                                 c2[1] = f;
5796                                 c2[2] = f;
5797                                 c2[3] = 1;
5798                         }
5799                 }
5800         }
5801         rsurface.lightmapcolor4f = rsurface.array_color4f;
5802         rsurface.lightmapcolor4f_bufferobject = 0;
5803         rsurface.lightmapcolor4f_bufferoffset = 0;
5804 }
5805
5806 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5807 {
5808         int texturesurfaceindex;
5809         int i;
5810         float f;
5811         float *v, *c, *c2;
5812         if (!rsurface.lightmapcolor4f)
5813                 return;
5814         // generate color arrays for the surfaces in this list
5815         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5816         {
5817                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5818                 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)
5819                 {
5820                         f = FogPoint_Model(v);
5821                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5822                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5823                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5824                         c2[3] = c[3];
5825                 }
5826         }
5827         rsurface.lightmapcolor4f = rsurface.array_color4f;
5828         rsurface.lightmapcolor4f_bufferobject = 0;
5829         rsurface.lightmapcolor4f_bufferoffset = 0;
5830 }
5831
5832 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5833 {
5834         int texturesurfaceindex;
5835         int i;
5836         float *c, *c2;
5837         if (!rsurface.lightmapcolor4f)
5838                 return;
5839         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5840         {
5841                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5842                 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)
5843                 {
5844                         c2[0] = c[0] * r;
5845                         c2[1] = c[1] * g;
5846                         c2[2] = c[2] * b;
5847                         c2[3] = c[3] * a;
5848                 }
5849         }
5850         rsurface.lightmapcolor4f = rsurface.array_color4f;
5851         rsurface.lightmapcolor4f_bufferobject = 0;
5852         rsurface.lightmapcolor4f_bufferoffset = 0;
5853 }
5854
5855 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5856 {
5857         int texturesurfaceindex;
5858         int i;
5859         float *c, *c2;
5860         if (!rsurface.lightmapcolor4f)
5861                 return;
5862         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5863         {
5864                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5865                 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)
5866                 {
5867                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5868                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5869                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5870                         c2[3] = c[3];
5871                 }
5872         }
5873         rsurface.lightmapcolor4f = rsurface.array_color4f;
5874         rsurface.lightmapcolor4f_bufferobject = 0;
5875         rsurface.lightmapcolor4f_bufferoffset = 0;
5876 }
5877
5878 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5879 {
5880         // TODO: optimize
5881         rsurface.lightmapcolor4f = NULL;
5882         rsurface.lightmapcolor4f_bufferobject = 0;
5883         rsurface.lightmapcolor4f_bufferoffset = 0;
5884         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5885         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5886         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5887         GL_Color(r, g, b, a);
5888         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5889 }
5890
5891 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5892 {
5893         // TODO: optimize applyfog && applycolor case
5894         // just apply fog if necessary, and tint the fog color array if necessary
5895         rsurface.lightmapcolor4f = NULL;
5896         rsurface.lightmapcolor4f_bufferobject = 0;
5897         rsurface.lightmapcolor4f_bufferoffset = 0;
5898         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5899         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5900         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5901         GL_Color(r, g, b, a);
5902         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5903 }
5904
5905 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5906 {
5907         int texturesurfaceindex;
5908         int i;
5909         float *c;
5910         // TODO: optimize
5911         if (texturesurfacelist[0]->lightmapinfo)
5912         {
5913                 // generate color arrays for the surfaces in this list
5914                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5915                 {
5916                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5917                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5918                         {
5919                                 if (surface->lightmapinfo->samples)
5920                                 {
5921                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5922                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5923                                         VectorScale(lm, scale, c);
5924                                         if (surface->lightmapinfo->styles[1] != 255)
5925                                         {
5926                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5927                                                 lm += size3;
5928                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5929                                                 VectorMA(c, scale, lm, c);
5930                                                 if (surface->lightmapinfo->styles[2] != 255)
5931                                                 {
5932                                                         lm += size3;
5933                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5934                                                         VectorMA(c, scale, lm, c);
5935                                                         if (surface->lightmapinfo->styles[3] != 255)
5936                                                         {
5937                                                                 lm += size3;
5938                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5939                                                                 VectorMA(c, scale, lm, c);
5940                                                         }
5941                                                 }
5942                                         }
5943                                 }
5944                                 else
5945                                         VectorClear(c);
5946                                 c[3] = 1;
5947                         }
5948                 }
5949                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5950                 rsurface.lightmapcolor4f_bufferobject = 0;
5951                 rsurface.lightmapcolor4f_bufferoffset = 0;
5952         }
5953         else
5954         {
5955                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5956                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5957                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5958         }
5959         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5960         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5961         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5962         GL_Color(r, g, b, a);
5963         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5964 }
5965
5966 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5967 {
5968         int texturesurfaceindex;
5969         int i;
5970         float f;
5971         float *v, *c, *c2, alpha;
5972         vec3_t ambientcolor;
5973         vec3_t diffusecolor;
5974         vec3_t lightdir;
5975         // TODO: optimize
5976         // model lighting
5977         VectorCopy(rsurface.modellight_lightdir, lightdir);
5978         f = 0.5f * r_refdef.lightmapintensity;
5979         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5980         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5981         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5982         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5983         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5984         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5985         alpha = *a;
5986         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5987         {
5988                 // generate color arrays for the surfaces in this list
5989                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5990                 {
5991                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5992                         int numverts = surface->num_vertices;
5993                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5994                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5995                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5996                         // q3-style directional shading
5997                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5998                         {
5999                                 if ((f = DotProduct(c2, lightdir)) > 0)
6000                                         VectorMA(ambientcolor, f, diffusecolor, c);
6001                                 else
6002                                         VectorCopy(ambientcolor, c);
6003                                 c[3] = alpha;
6004                         }
6005                 }
6006                 *r = 1;
6007                 *g = 1;
6008                 *b = 1;
6009                 *a = 1;
6010                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6011                 rsurface.lightmapcolor4f_bufferobject = 0;
6012                 rsurface.lightmapcolor4f_bufferoffset = 0;
6013                 *applycolor = false;
6014         }
6015         else
6016         {
6017                 *r = ambientcolor[0];
6018                 *g = ambientcolor[1];
6019                 *b = ambientcolor[2];
6020                 rsurface.lightmapcolor4f = NULL;
6021                 rsurface.lightmapcolor4f_bufferobject = 0;
6022                 rsurface.lightmapcolor4f_bufferoffset = 0;
6023         }
6024 }
6025
6026 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6027 {
6028         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6029         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6030         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6031         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6032         GL_Color(r, g, b, a);
6033         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6034 }
6035
6036 void RSurf_SetupDepthAndCulling(void)
6037 {
6038         // submodels are biased to avoid z-fighting with world surfaces that they
6039         // may be exactly overlapping (avoids z-fighting artifacts on certain
6040         // doors and things in Quake maps)
6041         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6042         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6043         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6044         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6045 }
6046
6047 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6048 {
6049         // transparent sky would be ridiculous
6050         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6051                 return;
6052         R_SetupGenericShader(false);
6053         if (skyrendernow)
6054         {
6055                 skyrendernow = false;
6056                 // we have to force off the water clipping plane while rendering sky
6057                 R_SetupView(false);
6058                 R_Sky();
6059                 R_SetupView(true);
6060                 // restore entity matrix
6061                 R_Mesh_Matrix(&rsurface.matrix);
6062         }
6063         RSurf_SetupDepthAndCulling();
6064         GL_DepthMask(true);
6065         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6066         // skymasking on them, and Quake3 never did sky masking (unlike
6067         // software Quake and software Quake2), so disable the sky masking
6068         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6069         // and skymasking also looks very bad when noclipping outside the
6070         // level, so don't use it then either.
6071         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6072         {
6073                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6074                 R_Mesh_ColorPointer(NULL, 0, 0);
6075                 R_Mesh_ResetTextureState();
6076                 if (skyrendermasked)
6077                 {
6078                         R_SetupDepthOrShadowShader();
6079                         // depth-only (masking)
6080                         GL_ColorMask(0,0,0,0);
6081                         // just to make sure that braindead drivers don't draw
6082                         // anything despite that colormask...
6083                         GL_BlendFunc(GL_ZERO, GL_ONE);
6084                 }
6085                 else
6086                 {
6087                         R_SetupGenericShader(false);
6088                         // fog sky
6089                         GL_BlendFunc(GL_ONE, GL_ZERO);
6090                 }
6091                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6092                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6093                 if (skyrendermasked)
6094                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6095         }
6096         R_Mesh_ResetTextureState();
6097         GL_Color(1, 1, 1, 1);
6098 }
6099
6100 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6101 {
6102         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6103                 return;
6104
6105         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6106         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6107         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6108         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6109         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6110         if (rsurface.texture->backgroundcurrentskinframe)
6111         {
6112                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6113                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6114                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6115                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6116         }
6117         if(rsurface.texture->colormapping)
6118         {
6119                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6120                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6121         }
6122         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6123         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6124                 R_Mesh_ColorPointer(NULL, 0, 0);
6125         else
6126                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6127
6128         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6129         {
6130                 // render background
6131                 GL_BlendFunc(GL_ONE, GL_ZERO);
6132                 GL_DepthMask(true);
6133                 GL_AlphaTest(false);
6134
6135                 GL_Color(1, 1, 1, 1);
6136                 R_Mesh_ColorPointer(NULL, 0, 0);
6137
6138                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6139                 if (r_glsl_permutation)
6140                 {
6141                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6142                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6143                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6144                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6145                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6146                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6147                         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);
6148                 }
6149                 GL_LockArrays(0, 0);
6150
6151                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6152                 GL_DepthMask(false);
6153                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6154                         R_Mesh_ColorPointer(NULL, 0, 0);
6155                 else
6156                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6157                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6158                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6159         }
6160
6161         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6162         if (!r_glsl_permutation)
6163                 return;
6164
6165         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6166         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6167         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6168         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6169         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6170         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6171
6172         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6173         {
6174                 GL_BlendFunc(GL_ONE, GL_ZERO);
6175                 GL_DepthMask(true);
6176                 GL_AlphaTest(false);
6177         }
6178         else
6179         {
6180                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6181                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6182                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6183         }
6184
6185         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6186         {
6187                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6188                         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);
6189                 else
6190                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6191         }
6192         else
6193         {
6194                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6195                         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);
6196                 else
6197                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6198         }
6199         GL_LockArrays(0, 0);
6200 }
6201
6202 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6203 {
6204         // OpenGL 1.3 path - anything not completely ancient
6205         int texturesurfaceindex;
6206         qboolean applycolor;
6207         qboolean applyfog;
6208         rmeshstate_t m;
6209         int layerindex;
6210         const texturelayer_t *layer;
6211         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6212
6213         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6214         {
6215                 vec4_t layercolor;
6216                 int layertexrgbscale;
6217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6218                 {
6219                         if (layerindex == 0)
6220                                 GL_AlphaTest(true);
6221                         else
6222                         {
6223                                 GL_AlphaTest(false);
6224                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6225                         }
6226                 }
6227                 GL_DepthMask(layer->depthmask && writedepth);
6228                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6229                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6230                 {
6231                         layertexrgbscale = 4;
6232                         VectorScale(layer->color, 0.25f, layercolor);
6233                 }
6234                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6235                 {
6236                         layertexrgbscale = 2;
6237                         VectorScale(layer->color, 0.5f, layercolor);
6238                 }
6239                 else
6240                 {
6241                         layertexrgbscale = 1;
6242                         VectorScale(layer->color, 1.0f, layercolor);
6243                 }
6244                 layercolor[3] = layer->color[3];
6245                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6246                 R_Mesh_ColorPointer(NULL, 0, 0);
6247                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6248                 switch (layer->type)
6249                 {
6250                 case TEXTURELAYERTYPE_LITTEXTURE:
6251                         memset(&m, 0, sizeof(m));
6252                         m.tex[0] = R_GetTexture(r_texture_white);
6253                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6254                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6255                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6256                         m.tex[1] = R_GetTexture(layer->texture);
6257                         m.texmatrix[1] = layer->texmatrix;
6258                         m.texrgbscale[1] = layertexrgbscale;
6259                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6260                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6261                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6262                         R_Mesh_TextureState(&m);
6263                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6264                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6265                         else if (rsurface.uselightmaptexture)
6266                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6267                         else
6268                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6269                         break;
6270                 case TEXTURELAYERTYPE_TEXTURE:
6271                         memset(&m, 0, sizeof(m));
6272                         m.tex[0] = R_GetTexture(layer->texture);
6273                         m.texmatrix[0] = layer->texmatrix;
6274                         m.texrgbscale[0] = layertexrgbscale;
6275                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6276                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6277                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6278                         R_Mesh_TextureState(&m);
6279                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6280                         break;
6281                 case TEXTURELAYERTYPE_FOG:
6282                         memset(&m, 0, sizeof(m));
6283                         m.texrgbscale[0] = layertexrgbscale;
6284                         if (layer->texture)
6285                         {
6286                                 m.tex[0] = R_GetTexture(layer->texture);
6287                                 m.texmatrix[0] = layer->texmatrix;
6288                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6289                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6290                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6291                         }
6292                         R_Mesh_TextureState(&m);
6293                         // generate a color array for the fog pass
6294                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6295                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6296                         {
6297                                 int i;
6298                                 float f, *v, *c;
6299                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6300                                 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)
6301                                 {
6302                                         f = 1 - FogPoint_Model(v);
6303                                         c[0] = layercolor[0];
6304                                         c[1] = layercolor[1];
6305                                         c[2] = layercolor[2];
6306                                         c[3] = f * layercolor[3];
6307                                 }
6308                         }
6309                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6310                         break;
6311                 default:
6312                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6313                 }
6314                 GL_LockArrays(0, 0);
6315         }
6316         CHECKGLERROR
6317         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6318         {
6319                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6320                 GL_AlphaTest(false);
6321         }
6322 }
6323
6324 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6325 {
6326         // OpenGL 1.1 - crusty old voodoo path
6327         int texturesurfaceindex;
6328         qboolean applyfog;
6329         rmeshstate_t m;
6330         int layerindex;
6331         const texturelayer_t *layer;
6332         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6333
6334         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6335         {
6336                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6337                 {
6338                         if (layerindex == 0)
6339                                 GL_AlphaTest(true);
6340                         else
6341                         {
6342                                 GL_AlphaTest(false);
6343                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6344                         }
6345                 }
6346                 GL_DepthMask(layer->depthmask && writedepth);
6347                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6348                 R_Mesh_ColorPointer(NULL, 0, 0);
6349                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6350                 switch (layer->type)
6351                 {
6352                 case TEXTURELAYERTYPE_LITTEXTURE:
6353                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6354                         {
6355                                 // two-pass lit texture with 2x rgbscale
6356                                 // first the lightmap pass
6357                                 memset(&m, 0, sizeof(m));
6358                                 m.tex[0] = R_GetTexture(r_texture_white);
6359                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6360                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6361                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6362                                 R_Mesh_TextureState(&m);
6363                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6364                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6365                                 else if (rsurface.uselightmaptexture)
6366                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6367                                 else
6368                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6369                                 GL_LockArrays(0, 0);
6370                                 // then apply the texture to it
6371                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6372                                 memset(&m, 0, sizeof(m));
6373                                 m.tex[0] = R_GetTexture(layer->texture);
6374                                 m.texmatrix[0] = layer->texmatrix;
6375                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6376                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6377                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6378                                 R_Mesh_TextureState(&m);
6379                                 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);
6380                         }
6381                         else
6382                         {
6383                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6384                                 memset(&m, 0, sizeof(m));
6385                                 m.tex[0] = R_GetTexture(layer->texture);
6386                                 m.texmatrix[0] = layer->texmatrix;
6387                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6388                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6389                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6390                                 R_Mesh_TextureState(&m);
6391                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6392                                         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);
6393                                 else
6394                                         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);
6395                         }
6396                         break;
6397                 case TEXTURELAYERTYPE_TEXTURE:
6398                         // singletexture unlit texture with transparency support
6399                         memset(&m, 0, sizeof(m));
6400                         m.tex[0] = R_GetTexture(layer->texture);
6401                         m.texmatrix[0] = layer->texmatrix;
6402                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6403                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6404                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6405                         R_Mesh_TextureState(&m);
6406                         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);
6407                         break;
6408                 case TEXTURELAYERTYPE_FOG:
6409                         // singletexture fogging
6410                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6411                         if (layer->texture)
6412                         {
6413                                 memset(&m, 0, sizeof(m));
6414                                 m.tex[0] = R_GetTexture(layer->texture);
6415                                 m.texmatrix[0] = layer->texmatrix;
6416                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6417                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6418                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6419                                 R_Mesh_TextureState(&m);
6420                         }
6421                         else
6422                                 R_Mesh_ResetTextureState();
6423                         // generate a color array for the fog pass
6424                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6425                         {
6426                                 int i;
6427                                 float f, *v, *c;
6428                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6429                                 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)
6430                                 {
6431                                         f = 1 - FogPoint_Model(v);
6432                                         c[0] = layer->color[0];
6433                                         c[1] = layer->color[1];
6434                                         c[2] = layer->color[2];
6435                                         c[3] = f * layer->color[3];
6436                                 }
6437                         }
6438                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6439                         break;
6440                 default:
6441                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6442                 }
6443                 GL_LockArrays(0, 0);
6444         }
6445         CHECKGLERROR
6446         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6447         {
6448                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6449                 GL_AlphaTest(false);
6450         }
6451 }
6452
6453 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6454 {
6455         float c[4];
6456
6457         GL_AlphaTest(false);
6458         R_Mesh_ColorPointer(NULL, 0, 0);
6459         R_Mesh_ResetTextureState();
6460         R_SetupGenericShader(false);
6461
6462         if(rsurface.texture && rsurface.texture->currentskinframe)
6463                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6464         else
6465         {
6466                 c[0] = 1;
6467                 c[1] = 0;
6468                 c[2] = 1;
6469                 c[3] = 1;
6470         }
6471
6472         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6473         {
6474                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6475                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6476                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6477         }
6478
6479         // brighten it up (as texture value 127 means "unlit")
6480         c[0] *= 2 * r_refdef.view.colorscale;
6481         c[1] *= 2 * r_refdef.view.colorscale;
6482         c[2] *= 2 * r_refdef.view.colorscale;
6483
6484         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6485                 c[3] *= r_wateralpha.value;
6486
6487         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6488         {
6489                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6490                 GL_DepthMask(false);
6491         }
6492         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6493         {
6494                 GL_BlendFunc(GL_ONE, GL_ONE);
6495                 GL_DepthMask(false);
6496         }
6497         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6498         {
6499                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6500                 GL_DepthMask(false);
6501         }
6502         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6503         {
6504                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6505                 GL_DepthMask(false);
6506         }
6507         else
6508         {
6509                 GL_BlendFunc(GL_ONE, GL_ZERO);
6510                 GL_DepthMask(writedepth);
6511         }
6512
6513         rsurface.lightmapcolor4f = NULL;
6514
6515         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6516         {
6517                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6518
6519                 rsurface.lightmapcolor4f = NULL;
6520                 rsurface.lightmapcolor4f_bufferobject = 0;
6521                 rsurface.lightmapcolor4f_bufferoffset = 0;
6522         }
6523         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6524         {
6525                 qboolean applycolor = true;
6526                 float one = 1.0;
6527
6528                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6529
6530                 r_refdef.lightmapintensity = 1;
6531                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6532                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6533         }
6534         else
6535         {
6536                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6537
6538                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6539                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6540                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6541         }
6542
6543         if(!rsurface.lightmapcolor4f)
6544                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6545
6546         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6547         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6548         if(r_refdef.fogenabled)
6549                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6550
6551         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6552         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6553 }
6554
6555 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6556 {
6557         CHECKGLERROR
6558         RSurf_SetupDepthAndCulling();
6559         if (r_showsurfaces.integer == 3)
6560                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6561         else if (r_glsl.integer && gl_support_fragment_shader)
6562                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6563         else if (gl_combine.integer && r_textureunits.integer >= 2)
6564                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6565         else
6566                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6567         CHECKGLERROR
6568 }
6569
6570 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6571 {
6572         int i, j;
6573         int texturenumsurfaces, endsurface;
6574         texture_t *texture;
6575         msurface_t *surface;
6576         msurface_t *texturesurfacelist[1024];
6577
6578         // if the model is static it doesn't matter what value we give for
6579         // wantnormals and wanttangents, so this logic uses only rules applicable
6580         // to a model, knowing that they are meaningless otherwise
6581         if (ent == r_refdef.scene.worldentity)
6582                 RSurf_ActiveWorldEntity();
6583         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6584                 RSurf_ActiveModelEntity(ent, false, false);
6585         else
6586                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6587
6588         for (i = 0;i < numsurfaces;i = j)
6589         {
6590                 j = i + 1;
6591                 surface = rsurface.modelsurfaces + surfacelist[i];
6592                 texture = surface->texture;
6593                 R_UpdateTextureInfo(ent, texture);
6594                 rsurface.texture = texture->currentframe;
6595                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6596                 // scan ahead until we find a different texture
6597                 endsurface = min(i + 1024, numsurfaces);
6598                 texturenumsurfaces = 0;
6599                 texturesurfacelist[texturenumsurfaces++] = surface;
6600                 for (;j < endsurface;j++)
6601                 {
6602                         surface = rsurface.modelsurfaces + surfacelist[j];
6603                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6604                                 break;
6605                         texturesurfacelist[texturenumsurfaces++] = surface;
6606                 }
6607                 // render the range of surfaces
6608                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6609         }
6610         GL_AlphaTest(false);
6611 }
6612
6613 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6614 {
6615         CHECKGLERROR
6616         if (depthonly)
6617         {
6618                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6619                         return;
6620                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6621                         return;
6622                 RSurf_SetupDepthAndCulling();
6623                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6624                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6625         }
6626         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6627         {
6628                 RSurf_SetupDepthAndCulling();
6629                 GL_AlphaTest(false);
6630                 R_Mesh_ColorPointer(NULL, 0, 0);
6631                 R_Mesh_ResetTextureState();
6632                 R_SetupGenericShader(false);
6633                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6634                 GL_DepthMask(true);
6635                 GL_BlendFunc(GL_ONE, GL_ZERO);
6636                 GL_Color(0, 0, 0, 1);
6637                 GL_DepthTest(writedepth);
6638                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6639         }
6640         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6641         {
6642                 RSurf_SetupDepthAndCulling();
6643                 GL_AlphaTest(false);
6644                 R_Mesh_ColorPointer(NULL, 0, 0);
6645                 R_Mesh_ResetTextureState();
6646                 R_SetupGenericShader(false);
6647                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6648                 GL_DepthMask(true);
6649                 GL_BlendFunc(GL_ONE, GL_ZERO);
6650                 GL_DepthTest(true);
6651                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6652         }
6653         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6654                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6655         else if (!rsurface.texture->currentnumlayers)
6656                 return;
6657         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6658         {
6659                 // transparent surfaces get pushed off into the transparent queue
6660                 int surfacelistindex;
6661                 const msurface_t *surface;
6662                 vec3_t tempcenter, center;
6663                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6664                 {
6665                         surface = texturesurfacelist[surfacelistindex];
6666                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6667                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6668                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6669                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6670                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6671                 }
6672         }
6673         else
6674         {
6675                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6676                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6677         }
6678         CHECKGLERROR
6679 }
6680
6681 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6682 {
6683         int i, j;
6684         texture_t *texture;
6685         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6686         if (addwaterplanes)
6687         {
6688                 for (i = 0;i < numsurfaces;i++)
6689                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6690                                 R_Water_AddWaterPlane(surfacelist[i]);
6691                 return;
6692         }
6693         // break the surface list down into batches by texture and use of lightmapping
6694         for (i = 0;i < numsurfaces;i = j)
6695         {
6696                 j = i + 1;
6697                 // texture is the base texture pointer, rsurface.texture is the
6698                 // current frame/skin the texture is directing us to use (for example
6699                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6700                 // use skin 1 instead)
6701                 texture = surfacelist[i]->texture;
6702                 rsurface.texture = texture->currentframe;
6703                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6704                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6705                 {
6706                         // if this texture is not the kind we want, skip ahead to the next one
6707                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6708                                 ;
6709                         continue;
6710                 }
6711                 // simply scan ahead until we find a different texture or lightmap state
6712                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6713                         ;
6714                 // render the range of surfaces
6715                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6716         }
6717 }
6718
6719 float locboxvertex3f[6*4*3] =
6720 {
6721         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6722         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6723         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6724         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6725         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6726         1,0,0, 0,0,0, 0,1,0, 1,1,0
6727 };
6728
6729 unsigned short locboxelements[6*2*3] =
6730 {
6731          0, 1, 2, 0, 2, 3,
6732          4, 5, 6, 4, 6, 7,
6733          8, 9,10, 8,10,11,
6734         12,13,14, 12,14,15,
6735         16,17,18, 16,18,19,
6736         20,21,22, 20,22,23
6737 };
6738
6739 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6740 {
6741         int i, j;
6742         cl_locnode_t *loc = (cl_locnode_t *)ent;
6743         vec3_t mins, size;
6744         float vertex3f[6*4*3];
6745         CHECKGLERROR
6746         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6747         GL_DepthMask(false);
6748         GL_DepthRange(0, 1);
6749         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6750         GL_DepthTest(true);
6751         GL_CullFace(GL_NONE);
6752         R_Mesh_Matrix(&identitymatrix);
6753
6754         R_Mesh_VertexPointer(vertex3f, 0, 0);
6755         R_Mesh_ColorPointer(NULL, 0, 0);
6756         R_Mesh_ResetTextureState();
6757         R_SetupGenericShader(false);
6758
6759         i = surfacelist[0];
6760         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6761                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6762                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6763                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6764
6765         if (VectorCompare(loc->mins, loc->maxs))
6766         {
6767                 VectorSet(size, 2, 2, 2);
6768                 VectorMA(loc->mins, -0.5f, size, mins);
6769         }
6770         else
6771         {
6772                 VectorCopy(loc->mins, mins);
6773                 VectorSubtract(loc->maxs, loc->mins, size);
6774         }
6775
6776         for (i = 0;i < 6*4*3;)
6777                 for (j = 0;j < 3;j++, i++)
6778                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6779
6780         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6781 }
6782
6783 void R_DrawLocs(void)
6784 {
6785         int index;
6786         cl_locnode_t *loc, *nearestloc;
6787         vec3_t center;
6788         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6789         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6790         {
6791                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6792                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6793         }
6794 }
6795
6796 void R_DrawDebugModel(entity_render_t *ent)
6797 {
6798         int i, j, k, l, flagsmask;
6799         const int *elements;
6800         q3mbrush_t *brush;
6801         msurface_t *surface;
6802         dp_model_t *model = ent->model;
6803         vec3_t v;
6804
6805         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6806
6807         R_Mesh_ColorPointer(NULL, 0, 0);
6808         R_Mesh_ResetTextureState();
6809         R_SetupGenericShader(false);
6810         GL_DepthRange(0, 1);
6811         GL_DepthTest(!r_showdisabledepthtest.integer);
6812         GL_DepthMask(false);
6813         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6814
6815         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6816         {
6817                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6818                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6819                 {
6820                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6821                         {
6822                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6823                                 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);
6824                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6825                         }
6826                 }
6827                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6828                 {
6829                         if (surface->num_collisiontriangles)
6830                         {
6831                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6832                                 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);
6833                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6834                         }
6835                 }
6836         }
6837
6838         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6839
6840         if (r_showtris.integer || r_shownormals.integer)
6841         {
6842                 if (r_showdisabledepthtest.integer)
6843                 {
6844                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6845                         GL_DepthMask(false);
6846                 }
6847                 else
6848                 {
6849                         GL_BlendFunc(GL_ONE, GL_ZERO);
6850                         GL_DepthMask(true);
6851                 }
6852                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6853                 {
6854                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6855                                 continue;
6856                         rsurface.texture = surface->texture->currentframe;
6857                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6858                         {
6859                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6860                                 if (r_showtris.value > 0)
6861                                 {
6862                                         if (!rsurface.texture->currentlayers->depthmask)
6863                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6864                                         else if (ent == r_refdef.scene.worldentity)
6865                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6866                                         else
6867                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6868                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6869                                         CHECKGLERROR
6870                                         qglBegin(GL_LINES);
6871                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6872                                         {
6873 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6874                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6875                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6876                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6877                                         }
6878                                         qglEnd();
6879                                         CHECKGLERROR
6880                                 }
6881                                 if (r_shownormals.value > 0)
6882                                 {
6883                                         qglBegin(GL_LINES);
6884                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6885                                         {
6886                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6887                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6888                                                 qglVertex3f(v[0], v[1], v[2]);
6889                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6890                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6891                                                 qglVertex3f(v[0], v[1], v[2]);
6892                                         }
6893                                         qglEnd();
6894                                         CHECKGLERROR
6895                                         qglBegin(GL_LINES);
6896                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6897                                         {
6898                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6899                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6900                                                 qglVertex3f(v[0], v[1], v[2]);
6901                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6902                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6903                                                 qglVertex3f(v[0], v[1], v[2]);
6904                                         }
6905                                         qglEnd();
6906                                         CHECKGLERROR
6907                                         qglBegin(GL_LINES);
6908                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6909                                         {
6910                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6911                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6912                                                 qglVertex3f(v[0], v[1], v[2]);
6913                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6914                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6915                                                 qglVertex3f(v[0], v[1], v[2]);
6916                                         }
6917                                         qglEnd();
6918                                         CHECKGLERROR
6919                                 }
6920                         }
6921                 }
6922                 rsurface.texture = NULL;
6923         }
6924 }
6925
6926 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6927 int r_maxsurfacelist = 0;
6928 msurface_t **r_surfacelist = NULL;
6929 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6930 {
6931         int i, j, endj, f, flagsmask;
6932         texture_t *t;
6933         dp_model_t *model = r_refdef.scene.worldmodel;
6934         msurface_t *surfaces;
6935         unsigned char *update;
6936         int numsurfacelist = 0;
6937         if (model == NULL)
6938                 return;
6939
6940         if (r_maxsurfacelist < model->num_surfaces)
6941         {
6942                 r_maxsurfacelist = model->num_surfaces;
6943                 if (r_surfacelist)
6944                         Mem_Free(r_surfacelist);
6945                 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6946         }
6947
6948         RSurf_ActiveWorldEntity();
6949
6950         surfaces = model->data_surfaces;
6951         update = model->brushq1.lightmapupdateflags;
6952
6953         // update light styles on this submodel
6954         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6955         {
6956                 model_brush_lightstyleinfo_t *style;
6957                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6958                 {
6959                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6960                         {
6961                                 int *list = style->surfacelist;
6962                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6963                                 for (j = 0;j < style->numsurfaces;j++)
6964                                         update[list[j]] = true;
6965                         }
6966                 }
6967         }
6968
6969         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6970         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6971
6972         if (debug)
6973         {
6974                 R_DrawDebugModel(r_refdef.scene.worldentity);
6975                 return;
6976         }
6977
6978         f = 0;
6979         t = NULL;
6980         rsurface.uselightmaptexture = false;
6981         rsurface.texture = NULL;
6982         rsurface.rtlight = NULL;
6983         numsurfacelist = 0;
6984         // add visible surfaces to draw list
6985         j = model->firstmodelsurface;
6986         endj = j + model->nummodelsurfaces;
6987         if (update)
6988         {
6989                 for (;j < endj;j++)
6990                 {
6991                         if (r_refdef.viewcache.world_surfacevisible[j])
6992                         {
6993                                 r_surfacelist[numsurfacelist++] = surfaces + j;
6994                                 // update lightmap if needed
6995                                 if (update[j])
6996                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6997                         }
6998                 }
6999         }
7000         else
7001                 for (;j < endj;j++)
7002                         if (r_refdef.viewcache.world_surfacevisible[j])
7003                                 r_surfacelist[numsurfacelist++] = surfaces + j;
7004         // don't do anything if there were no surfaces
7005         if (!numsurfacelist)
7006                 return;
7007         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7008         GL_AlphaTest(false);
7009
7010         // add to stats if desired
7011         if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7012         {
7013                 r_refdef.stats.world_surfaces += numsurfacelist;
7014                 for (j = 0;j < numsurfacelist;j++)
7015                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7016         }
7017 }
7018
7019 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7020 {
7021         int i, j, endj, f, flagsmask;
7022         texture_t *t;
7023         dp_model_t *model = ent->model;
7024         msurface_t *surfaces;
7025         unsigned char *update;
7026         int numsurfacelist = 0;
7027         if (model == NULL)
7028                 return;
7029
7030         if (r_maxsurfacelist < model->num_surfaces)
7031         {
7032                 r_maxsurfacelist = model->num_surfaces;
7033                 if (r_surfacelist)
7034                         Mem_Free(r_surfacelist);
7035                 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7036         }
7037
7038         // if the model is static it doesn't matter what value we give for
7039         // wantnormals and wanttangents, so this logic uses only rules applicable
7040         // to a model, knowing that they are meaningless otherwise
7041         if (ent == r_refdef.scene.worldentity)
7042                 RSurf_ActiveWorldEntity();
7043         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7044                 RSurf_ActiveModelEntity(ent, false, false);
7045         else
7046                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7047
7048         surfaces = model->data_surfaces;
7049         update = model->brushq1.lightmapupdateflags;
7050
7051         // update light styles
7052         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7053         {
7054                 model_brush_lightstyleinfo_t *style;
7055                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7056                 {
7057                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7058                         {
7059                                 int *list = style->surfacelist;
7060                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7061                                 for (j = 0;j < style->numsurfaces;j++)
7062                                         update[list[j]] = true;
7063                         }
7064                 }
7065         }
7066
7067         R_UpdateAllTextureInfo(ent);
7068         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7069
7070         if (debug)
7071         {
7072                 R_DrawDebugModel(ent);
7073                 return;
7074         }
7075
7076         f = 0;
7077         t = NULL;
7078         rsurface.uselightmaptexture = false;
7079         rsurface.texture = NULL;
7080         rsurface.rtlight = NULL;
7081         numsurfacelist = 0;
7082         // add visible surfaces to draw list
7083         j = model->firstmodelsurface;
7084         endj = j + model->nummodelsurfaces;
7085         for (;j < endj;j++)
7086                 r_surfacelist[numsurfacelist++] = surfaces + j;
7087         // don't do anything if there were no surfaces
7088         if (!numsurfacelist)
7089                 return;
7090         // update lightmaps if needed
7091         if (update)
7092                 for (j = model->firstmodelsurface;j < endj;j++)
7093                         if (update[j])
7094                                 R_BuildLightMap(ent, surfaces + j);
7095         R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7096         GL_AlphaTest(false);
7097
7098         // add to stats if desired
7099         if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7100         {
7101                 r_refdef.stats.entities++;
7102                 r_refdef.stats.entities_surfaces += numsurfacelist;
7103                 for (j = 0;j < numsurfacelist;j++)
7104                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7105         }
7106 }