]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix ev_field parser for savegames
[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", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 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)"};
86 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)"};
87 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)"};
88 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)"};
89 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)"};
90
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
96
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
101
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
109
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
114
115 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"};
116
117 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"};
118
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
120
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 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"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
127
128 extern cvar_t v_glslgamma;
129
130 extern qboolean v_flipped_state;
131
132 static struct r_bloomstate_s
133 {
134         qboolean enabled;
135         qboolean hdr;
136
137         int bloomwidth, bloomheight;
138
139         int screentexturewidth, screentextureheight;
140         rtexture_t *texture_screen;
141
142         int bloomtexturewidth, bloomtextureheight;
143         rtexture_t *texture_bloom;
144
145         // arrays for rendering the screen passes
146         float screentexcoord2f[8];
147         float bloomtexcoord2f[8];
148         float offsettexcoord2f[8];
149 }
150 r_bloomstate;
151
152 r_waterstate_t r_waterstate;
153
154 // shadow volume bsp struct with automatically growing nodes buffer
155 svbsp_t r_svbsp;
156
157 rtexture_t *r_texture_blanknormalmap;
158 rtexture_t *r_texture_white;
159 rtexture_t *r_texture_grey128;
160 rtexture_t *r_texture_black;
161 rtexture_t *r_texture_notexture;
162 rtexture_t *r_texture_whitecube;
163 rtexture_t *r_texture_normalizationcube;
164 rtexture_t *r_texture_fogattenuation;
165 rtexture_t *r_texture_gammaramps;
166 unsigned int r_texture_gammaramps_serial;
167 //rtexture_t *r_texture_fogintensity;
168
169 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
170 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
171
172 // vertex coordinates for a quad that covers the screen exactly
173 const static float r_screenvertex3f[12] =
174 {
175         0, 0, 0,
176         1, 0, 0,
177         1, 1, 0,
178         0, 1, 0
179 };
180
181 extern void R_DrawModelShadows(void);
182
183 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
184 {
185         int i;
186         for (i = 0;i < verts;i++)
187         {
188                 out[0] = in[0] * r;
189                 out[1] = in[1] * g;
190                 out[2] = in[2] * b;
191                 out[3] = in[3];
192                 in += 4;
193                 out += 4;
194         }
195 }
196
197 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
198 {
199         int i;
200         for (i = 0;i < verts;i++)
201         {
202                 out[0] = r;
203                 out[1] = g;
204                 out[2] = b;
205                 out[3] = a;
206                 out += 4;
207         }
208 }
209
210 // FIXME: move this to client?
211 void FOG_clear(void)
212 {
213         if (gamemode == GAME_NEHAHRA)
214         {
215                 Cvar_Set("gl_fogenable", "0");
216                 Cvar_Set("gl_fogdensity", "0.2");
217                 Cvar_Set("gl_fogred", "0.3");
218                 Cvar_Set("gl_foggreen", "0.3");
219                 Cvar_Set("gl_fogblue", "0.3");
220         }
221         r_refdef.fog_density = 0;
222         r_refdef.fog_red = 0;
223         r_refdef.fog_green = 0;
224         r_refdef.fog_blue = 0;
225         r_refdef.fog_alpha = 1;
226         r_refdef.fog_start = 0;
227         r_refdef.fog_end = 0;
228 }
229
230 float FogForDistance(vec_t dist)
231 {
232         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
233         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
234 }
235
236 float FogPoint_World(const vec3_t p)
237 {
238         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
239 }
240
241 float FogPoint_Model(const vec3_t p)
242 {
243         return FogForDistance(VectorDistance((p), rsurface.modelorg));
244 }
245
246 static void R_BuildBlankTextures(void)
247 {
248         unsigned char data[4];
249         data[2] = 128; // normal X
250         data[1] = 128; // normal Y
251         data[0] = 255; // normal Z
252         data[3] = 128; // height
253         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
254         data[0] = 255;
255         data[1] = 255;
256         data[2] = 255;
257         data[3] = 255;
258         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
259         data[0] = 128;
260         data[1] = 128;
261         data[2] = 128;
262         data[3] = 255;
263         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
264         data[0] = 0;
265         data[1] = 0;
266         data[2] = 0;
267         data[3] = 255;
268         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
269 }
270
271 static void R_BuildNoTexture(void)
272 {
273         int x, y;
274         unsigned char pix[16][16][4];
275         // this makes a light grey/dark grey checkerboard texture
276         for (y = 0;y < 16;y++)
277         {
278                 for (x = 0;x < 16;x++)
279                 {
280                         if ((y < 8) ^ (x < 8))
281                         {
282                                 pix[y][x][0] = 128;
283                                 pix[y][x][1] = 128;
284                                 pix[y][x][2] = 128;
285                                 pix[y][x][3] = 255;
286                         }
287                         else
288                         {
289                                 pix[y][x][0] = 64;
290                                 pix[y][x][1] = 64;
291                                 pix[y][x][2] = 64;
292                                 pix[y][x][3] = 255;
293                         }
294                 }
295         }
296         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildWhiteCube(void)
300 {
301         unsigned char data[6*1*1*4];
302         memset(data, 255, sizeof(data));
303         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
304 }
305
306 static void R_BuildNormalizationCube(void)
307 {
308         int x, y, side;
309         vec3_t v;
310         vec_t s, t, intensity;
311 #define NORMSIZE 64
312         unsigned char data[6][NORMSIZE][NORMSIZE][4];
313         for (side = 0;side < 6;side++)
314         {
315                 for (y = 0;y < NORMSIZE;y++)
316                 {
317                         for (x = 0;x < NORMSIZE;x++)
318                         {
319                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
320                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
321                                 switch(side)
322                                 {
323                                 default:
324                                 case 0:
325                                         v[0] = 1;
326                                         v[1] = -t;
327                                         v[2] = -s;
328                                         break;
329                                 case 1:
330                                         v[0] = -1;
331                                         v[1] = -t;
332                                         v[2] = s;
333                                         break;
334                                 case 2:
335                                         v[0] = s;
336                                         v[1] = 1;
337                                         v[2] = t;
338                                         break;
339                                 case 3:
340                                         v[0] = s;
341                                         v[1] = -1;
342                                         v[2] = -t;
343                                         break;
344                                 case 4:
345                                         v[0] = s;
346                                         v[1] = -t;
347                                         v[2] = 1;
348                                         break;
349                                 case 5:
350                                         v[0] = -s;
351                                         v[1] = -t;
352                                         v[2] = -1;
353                                         break;
354                                 }
355                                 intensity = 127.0f / sqrt(DotProduct(v, v));
356                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
357                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
358                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
359                                 data[side][y][x][3] = 255;
360                         }
361                 }
362         }
363         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
364 }
365
366 static void R_BuildFogTexture(void)
367 {
368         int x, b;
369 #define FOGWIDTH 256
370         unsigned char data1[FOGWIDTH][4];
371         //unsigned char data2[FOGWIDTH][4];
372         double d, r, alpha;
373
374         r_refdef.fogmasktable_start = r_refdef.fog_start;
375         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
376         r_refdef.fogmasktable_range = r_refdef.fogrange;
377         r_refdef.fogmasktable_density = r_refdef.fog_density;
378
379         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
380         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
381         {
382                 d = (x * r - r_refdef.fogmasktable_start);
383                 if(developer.integer >= 100)
384                         Con_Printf("%f ", d);
385                 d = max(0, d);
386                 if (r_fog_exp2.integer)
387                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
388                 else
389                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
390                 if(developer.integer >= 100)
391                         Con_Printf(" : %f ", alpha);
392                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
393                 if(developer.integer >= 100)
394                         Con_Printf(" = %f\n", alpha);
395                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
396         }
397
398         for (x = 0;x < FOGWIDTH;x++)
399         {
400                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
401                 data1[x][0] = b;
402                 data1[x][1] = b;
403                 data1[x][2] = b;
404                 data1[x][3] = 255;
405                 //data2[x][0] = 255 - b;
406                 //data2[x][1] = 255 - b;
407                 //data2[x][2] = 255 - b;
408                 //data2[x][3] = 255;
409         }
410         if (r_texture_fogattenuation)
411         {
412                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
413                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
414         }
415         else
416         {
417                 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);
418                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
419         }
420 }
421
422 static const char *builtinshaderstring =
423 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
424 "// written by Forest 'LordHavoc' Hale\n"
425 "\n"
426 "// common definitions between vertex shader and fragment shader:\n"
427 "\n"
428 "//#ifdef __GLSL_CG_DATA_TYPES\n"
429 "//# define myhalf half\n"
430 "//# define myhalf2 half2\n"
431 "//# define myhalf3 half3\n"
432 "//# define myhalf4 half4\n"
433 "//#else\n"
434 "# define myhalf float\n"
435 "# define myhalf2 vec2\n"
436 "# define myhalf3 vec3\n"
437 "# define myhalf4 vec4\n"
438 "//#endif\n"
439 "\n"
440 "#ifdef MODE_DEPTH_OR_SHADOW\n"
441 "\n"
442 "# ifdef VERTEX_SHADER\n"
443 "void main(void)\n"
444 "{\n"
445 "       gl_Position = ftransform();\n"
446 "}\n"
447 "# endif\n"
448 "\n"
449 "#else\n"
450 "\n"
451 "#ifdef MODE_POSTPROCESS\n"
452 "# ifdef VERTEX_SHADER\n"
453 "void main(void)\n"
454 "{\n"
455 "       gl_FrontColor = gl_Color;\n"
456 "       gl_Position = ftransform();\n"
457 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
458 "#ifdef USEGLOW\n"
459 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
460 "#endif\n"
461 "}\n"
462 "# endif\n"
463 "# ifdef FRAGMENT_SHADER\n"
464 "\n"
465 "uniform sampler2D Texture_First;\n"
466 "#ifdef USEGLOW\n"
467 "uniform sampler2D Texture_Second;\n"
468 "#endif\n"
469 "#ifdef USEGAMMARAMPS\n"
470 "uniform sampler2D Texture_GammaRamps;\n"
471 "#endif\n"
472 "#ifdef USEVERTEXTEXTUREBLEND\n"
473 "uniform vec4 TintColor;\n"
474 "#endif\n"
475 "#ifdef USECOLORMOD\n"
476 "uniform vec3 Gamma;\n"
477 "#endif\n"
478 "//uncomment these if you want to use them:\n"
479 "// uniform vec4 UserVec1;\n"
480 "// uniform vec4 UserVec2;\n"
481 "// uniform vec4 UserVec3;\n"
482 "// uniform vec4 UserVec4;\n"
483 "// uniform float ClientTime;\n"
484 "// uniform vec2 PixelSize;\n"
485 "void main(void)\n"
486 "{\n"
487 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
488 "#ifdef USEGLOW\n"
489 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
490 "#endif\n"
491 "#ifdef USEVERTEXTEXTUREBLEND\n"
492 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
493 "#endif\n"
494 "\n"
495 "#ifdef USEPOSTPROCESSING\n"
496 "// add your own postprocessing here or make your own ifdef for it\n"
497 "#endif\n"
498 "\n"
499 "#ifdef USEGAMMARAMPS\n"
500 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
501 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
502 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
503 "#endif\n"
504 "}\n"
505 "# endif\n"
506 "\n"
507 "\n"
508 "#else\n"
509 "#ifdef MODE_GENERIC\n"
510 "# ifdef VERTEX_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_FrontColor = gl_Color;\n"
514 "#  ifdef USEDIFFUSE\n"
515 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
516 "#  endif\n"
517 "#  ifdef USESPECULAR\n"
518 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
519 "#  endif\n"
520 "       gl_Position = ftransform();\n"
521 "}\n"
522 "# endif\n"
523 "# ifdef FRAGMENT_SHADER\n"
524 "\n"
525 "#  ifdef USEDIFFUSE\n"
526 "uniform sampler2D Texture_First;\n"
527 "#  endif\n"
528 "#  ifdef USESPECULAR\n"
529 "uniform sampler2D Texture_Second;\n"
530 "#  endif\n"
531 "\n"
532 "void main(void)\n"
533 "{\n"
534 "       gl_FragColor = gl_Color;\n"
535 "#  ifdef USEDIFFUSE\n"
536 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
537 "#  endif\n"
538 "\n"
539 "#  ifdef USESPECULAR\n"
540 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
541 "#  endif\n"
542 "#  ifdef USECOLORMAPPING\n"
543 "       gl_FragColor *= tex2;\n"
544 "#  endif\n"
545 "#  ifdef USEGLOW\n"
546 "       gl_FragColor += tex2;\n"
547 "#  endif\n"
548 "#  ifdef USEVERTEXTEXTUREBLEND\n"
549 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
550 "#  endif\n"
551 "}\n"
552 "# endif\n"
553 "\n"
554 "#else // !MODE_GENERIC\n"
555 "\n"
556 "varying vec2 TexCoord;\n"
557 "varying vec2 TexCoordLightmap;\n"
558 "\n"
559 "#ifdef MODE_LIGHTSOURCE\n"
560 "varying vec3 CubeVector;\n"
561 "#endif\n"
562 "\n"
563 "#ifdef MODE_LIGHTSOURCE\n"
564 "varying vec3 LightVector;\n"
565 "#endif\n"
566 "#ifdef MODE_LIGHTDIRECTION\n"
567 "varying vec3 LightVector;\n"
568 "#endif\n"
569 "\n"
570 "varying vec3 EyeVector;\n"
571 "#ifdef USEFOG\n"
572 "varying vec3 EyeVectorModelSpace;\n"
573 "#endif\n"
574 "\n"
575 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
576 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
577 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
578 "\n"
579 "#ifdef MODE_WATER\n"
580 "varying vec4 ModelViewProjectionPosition;\n"
581 "#endif\n"
582 "#ifdef MODE_REFRACTION\n"
583 "varying vec4 ModelViewProjectionPosition;\n"
584 "#endif\n"
585 "#ifdef USEREFLECTION\n"
586 "varying vec4 ModelViewProjectionPosition;\n"
587 "#endif\n"
588 "\n"
589 "\n"
590 "\n"
591 "\n"
592 "\n"
593 "// vertex shader specific:\n"
594 "#ifdef VERTEX_SHADER\n"
595 "\n"
596 "uniform vec3 LightPosition;\n"
597 "uniform vec3 EyePosition;\n"
598 "uniform vec3 LightDir;\n"
599 "\n"
600 "// 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"
601 "\n"
602 "void main(void)\n"
603 "{\n"
604 "       gl_FrontColor = gl_Color;\n"
605 "       // copy the surface texcoord\n"
606 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
607 "#ifndef MODE_LIGHTSOURCE\n"
608 "# ifndef MODE_LIGHTDIRECTION\n"
609 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
610 "# endif\n"
611 "#endif\n"
612 "\n"
613 "#ifdef MODE_LIGHTSOURCE\n"
614 "       // transform vertex position into light attenuation/cubemap space\n"
615 "       // (-1 to +1 across the light box)\n"
616 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
617 "\n"
618 "       // transform unnormalized light direction into tangent space\n"
619 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
620 "       //  normalize it per pixel)\n"
621 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
622 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
623 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
624 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
625 "#endif\n"
626 "\n"
627 "#ifdef MODE_LIGHTDIRECTION\n"
628 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
629 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
630 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
631 "#endif\n"
632 "\n"
633 "       // transform unnormalized eye direction into tangent space\n"
634 "#ifndef USEFOG\n"
635 "       vec3 EyeVectorModelSpace;\n"
636 "#endif\n"
637 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
638 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
639 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
640 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
641 "\n"
642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
643 "       VectorS = gl_MultiTexCoord1.xyz;\n"
644 "       VectorT = gl_MultiTexCoord2.xyz;\n"
645 "       VectorR = gl_MultiTexCoord3.xyz;\n"
646 "#endif\n"
647 "\n"
648 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
649 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
650 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
651 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
652 "//#endif\n"
653 "\n"
654 "// transform vertex to camera space, using ftransform to match non-VS\n"
655 "       // rendering\n"
656 "       gl_Position = ftransform();\n"
657 "\n"
658 "#ifdef MODE_WATER\n"
659 "       ModelViewProjectionPosition = gl_Position;\n"
660 "#endif\n"
661 "#ifdef MODE_REFRACTION\n"
662 "       ModelViewProjectionPosition = gl_Position;\n"
663 "#endif\n"
664 "#ifdef USEREFLECTION\n"
665 "       ModelViewProjectionPosition = gl_Position;\n"
666 "#endif\n"
667 "}\n"
668 "\n"
669 "#endif // VERTEX_SHADER\n"
670 "\n"
671 "\n"
672 "\n"
673 "\n"
674 "// fragment shader specific:\n"
675 "#ifdef FRAGMENT_SHADER\n"
676 "\n"
677 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
678 "uniform sampler2D Texture_Normal;\n"
679 "uniform sampler2D Texture_Color;\n"
680 "uniform sampler2D Texture_Gloss;\n"
681 "uniform sampler2D Texture_Glow;\n"
682 "uniform sampler2D Texture_SecondaryNormal;\n"
683 "uniform sampler2D Texture_SecondaryColor;\n"
684 "uniform sampler2D Texture_SecondaryGloss;\n"
685 "uniform sampler2D Texture_SecondaryGlow;\n"
686 "uniform sampler2D Texture_Pants;\n"
687 "uniform sampler2D Texture_Shirt;\n"
688 "uniform sampler2D Texture_FogMask;\n"
689 "uniform sampler2D Texture_Lightmap;\n"
690 "uniform sampler2D Texture_Deluxemap;\n"
691 "uniform sampler2D Texture_Refraction;\n"
692 "uniform sampler2D Texture_Reflection;\n"
693 "uniform sampler2D Texture_Attenuation;\n"
694 "uniform samplerCube Texture_Cube;\n"
695 "\n"
696 "uniform myhalf3 LightColor;\n"
697 "uniform myhalf3 AmbientColor;\n"
698 "uniform myhalf3 DiffuseColor;\n"
699 "uniform myhalf3 SpecularColor;\n"
700 "uniform myhalf3 Color_Pants;\n"
701 "uniform myhalf3 Color_Shirt;\n"
702 "uniform myhalf3 FogColor;\n"
703 "\n"
704 "uniform myhalf4 TintColor;\n"
705 "\n"
706 "\n"
707 "//#ifdef MODE_WATER\n"
708 "uniform vec4 DistortScaleRefractReflect;\n"
709 "uniform vec4 ScreenScaleRefractReflect;\n"
710 "uniform vec4 ScreenCenterRefractReflect;\n"
711 "uniform myhalf4 RefractColor;\n"
712 "uniform myhalf4 ReflectColor;\n"
713 "uniform myhalf ReflectFactor;\n"
714 "uniform myhalf ReflectOffset;\n"
715 "//#else\n"
716 "//# ifdef MODE_REFRACTION\n"
717 "//uniform vec4 DistortScaleRefractReflect;\n"
718 "//uniform vec4 ScreenScaleRefractReflect;\n"
719 "//uniform vec4 ScreenCenterRefractReflect;\n"
720 "//uniform myhalf4 RefractColor;\n"
721 "//#  ifdef USEREFLECTION\n"
722 "//uniform myhalf4 ReflectColor;\n"
723 "//#  endif\n"
724 "//# else\n"
725 "//#  ifdef USEREFLECTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 ReflectColor;\n"
730 "//#  endif\n"
731 "//# endif\n"
732 "//#endif\n"
733 "\n"
734 "uniform myhalf GlowScale;\n"
735 "uniform myhalf SceneBrightness;\n"
736 "#ifdef USECONTRASTBOOST\n"
737 "uniform myhalf ContrastBoostCoeff;\n"
738 "#endif\n"
739 "\n"
740 "uniform float OffsetMapping_Scale;\n"
741 "uniform float OffsetMapping_Bias;\n"
742 "uniform float FogRangeRecip;\n"
743 "\n"
744 "uniform myhalf AmbientScale;\n"
745 "uniform myhalf DiffuseScale;\n"
746 "uniform myhalf SpecularScale;\n"
747 "uniform myhalf SpecularPower;\n"
748 "\n"
749 "#ifdef USEOFFSETMAPPING\n"
750 "vec2 OffsetMapping(vec2 TexCoord)\n"
751 "{\n"
752 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
753 "       // 14 sample relief mapping: linear search and then binary search\n"
754 "       // this basically steps forward a small amount repeatedly until it finds\n"
755 "       // itself inside solid, then jitters forward and back using decreasing\n"
756 "       // amounts to find the impact\n"
757 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
758 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
759 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
760 "       vec3 RT = vec3(TexCoord, 1);\n"
761 "       OffsetVector *= 0.1;\n"
762 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
763 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
764 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
772 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
773 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
774 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
775 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
776 "       return RT.xy;\n"
777 "#else\n"
778 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
779 "       // this basically moves forward the full distance, and then backs up based\n"
780 "       // on height of samples\n"
781 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
782 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
783 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
784 "       TexCoord += OffsetVector;\n"
785 "       OffsetVector *= 0.333;\n"
786 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
787 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
788 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 "       return TexCoord;\n"
790 "#endif\n"
791 "}\n"
792 "#endif // USEOFFSETMAPPING\n"
793 "\n"
794 "#ifdef MODE_WATER\n"
795 "\n"
796 "// water pass\n"
797 "void main(void)\n"
798 "{\n"
799 "#ifdef USEOFFSETMAPPING\n"
800 "       // apply offsetmapping\n"
801 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
802 "#define TexCoord TexCoordOffset\n"
803 "#endif\n"
804 "\n"
805 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
806 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
809 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
810 "}\n"
811 "\n"
812 "#else // !MODE_WATER\n"
813 "#ifdef MODE_REFRACTION\n"
814 "\n"
815 "// refraction pass\n"
816 "void main(void)\n"
817 "{\n"
818 "#ifdef USEOFFSETMAPPING\n"
819 "       // apply offsetmapping\n"
820 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
821 "#define TexCoord TexCoordOffset\n"
822 "#endif\n"
823 "\n"
824 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
825 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
826 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
827 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
828 "}\n"
829 "\n"
830 "#else // !MODE_REFRACTION\n"
831 "void main(void)\n"
832 "{\n"
833 "#ifdef USEOFFSETMAPPING\n"
834 "       // apply offsetmapping\n"
835 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
836 "#define TexCoord TexCoordOffset\n"
837 "#endif\n"
838 "\n"
839 "       // combine the diffuse textures (base, pants, shirt)\n"
840 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
841 "#ifdef USECOLORMAPPING\n"
842 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
843 "#endif\n"
844 "#ifdef USEVERTEXTEXTUREBLEND\n"
845 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
846 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
847 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
848 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
849 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
850 "#endif\n"
851 "\n"
852 "#ifdef USEDIFFUSE\n"
853 "       // get the surface normal and the gloss color\n"
854 "# ifdef USEVERTEXTEXTUREBLEND\n"
855 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
856 "#  ifdef USESPECULAR\n"
857 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
858 "#  endif\n"
859 "# else\n"
860 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
861 "#  ifdef USESPECULAR\n"
862 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
863 "#  endif\n"
864 "# endif\n"
865 "#endif\n"
866 "\n"
867 "\n"
868 "\n"
869 "#ifdef MODE_LIGHTSOURCE\n"
870 "       // light source\n"
871 "\n"
872 "       // calculate surface normal, light normal, and specular normal\n"
873 "       // compute color intensity for the two textures (colormap and glossmap)\n"
874 "       // scale by light color and attenuation as efficiently as possible\n"
875 "       // (do as much scalar math as possible rather than vector math)\n"
876 "# ifdef USEDIFFUSE\n"
877 "       // get the light normal\n"
878 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
879 "# endif\n"
880 "# ifdef USESPECULAR\n"
881 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
882 "\n"
883 "       // calculate directional shading\n"
884 "       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"
885 "# else\n"
886 "#  ifdef USEDIFFUSE\n"
887 "       // calculate directional shading\n"
888 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
889 "#  else\n"
890 "       // calculate directionless shading\n"
891 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
892 "#  endif\n"
893 "# endif\n"
894 "\n"
895 "# ifdef USECUBEFILTER\n"
896 "       // apply light cubemap filter\n"
897 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
898 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
899 "# endif\n"
900 "#endif // MODE_LIGHTSOURCE\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "#ifdef MODE_LIGHTDIRECTION\n"
906 "       // directional model lighting\n"
907 "# ifdef USEDIFFUSE\n"
908 "       // get the light normal\n"
909 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
910 "# endif\n"
911 "# ifdef USESPECULAR\n"
912 "       // calculate directional shading\n"
913 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
914 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
915 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
916 "# else\n"
917 "#  ifdef USEDIFFUSE\n"
918 "\n"
919 "       // calculate directional shading\n"
920 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
921 "#  else\n"
922 "       color.rgb *= AmbientColor;\n"
923 "#  endif\n"
924 "# endif\n"
925 "#endif // MODE_LIGHTDIRECTION\n"
926 "\n"
927 "\n"
928 "\n"
929 "\n"
930 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
931 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
932 "\n"
933 "       // get the light normal\n"
934 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
935 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
936 "       // calculate directional shading\n"
937 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
938 "# ifdef USESPECULAR\n"
939 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
940 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
941 "# endif\n"
942 "\n"
943 "       // apply lightmap color\n"
944 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
945 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
946 "\n"
947 "\n"
948 "\n"
949 "\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
951 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
952 "\n"
953 "       // get the light normal\n"
954 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
955 "       // calculate directional shading\n"
956 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
957 "# ifdef USESPECULAR\n"
958 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
960 "# endif\n"
961 "\n"
962 "       // apply lightmap color\n"
963 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
964 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
965 "\n"
966 "\n"
967 "\n"
968 "\n"
969 "#ifdef MODE_LIGHTMAP\n"
970 "       // apply lightmap color\n"
971 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
972 "#endif // MODE_LIGHTMAP\n"
973 "\n"
974 "\n"
975 "\n"
976 "\n"
977 "#ifdef MODE_VERTEXCOLOR\n"
978 "       // apply lightmap color\n"
979 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
980 "#endif // MODE_VERTEXCOLOR\n"
981 "\n"
982 "\n"
983 "\n"
984 "\n"
985 "#ifdef MODE_FLATCOLOR\n"
986 "#endif // MODE_FLATCOLOR\n"
987 "\n"
988 "\n"
989 "\n"
990 "\n"
991 "\n"
992 "\n"
993 "\n"
994 "       color *= TintColor;\n"
995 "\n"
996 "#ifdef USEGLOW\n"
997 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
998 "#endif\n"
999 "\n"
1000 "#ifdef USECONTRASTBOOST\n"
1001 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1002 "#endif\n"
1003 "\n"
1004 "       color.rgb *= SceneBrightness;\n"
1005 "\n"
1006 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1007 "#ifdef USEFOG\n"
1008 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1009 "#endif\n"
1010 "\n"
1011 "       // 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"
1012 "#ifdef USEREFLECTION\n"
1013 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1014 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1015 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1016 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1017 "#endif\n"
1018 "\n"
1019 "       gl_FragColor = vec4(color);\n"
1020 "}\n"
1021 "#endif // !MODE_REFRACTION\n"
1022 "#endif // !MODE_WATER\n"
1023 "\n"
1024 "#endif // FRAGMENT_SHADER\n"
1025 "\n"
1026 "#endif // !MODE_GENERIC\n"
1027 "#endif // !MODE_POSTPROCESS\n"
1028 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1029 ;
1030
1031 typedef struct shaderpermutationinfo_s
1032 {
1033         const char *pretext;
1034         const char *name;
1035 }
1036 shaderpermutationinfo_t;
1037
1038 typedef struct shadermodeinfo_s
1039 {
1040         const char *vertexfilename;
1041         const char *geometryfilename;
1042         const char *fragmentfilename;
1043         const char *pretext;
1044         const char *name;
1045 }
1046 shadermodeinfo_t;
1047
1048 typedef enum shaderpermutation_e
1049 {
1050         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1051         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1052         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1053         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1054         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1055         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1056         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1057         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1058         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1059         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1060         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1061         SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1062         SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1063         SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1064         SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1065 }
1066 shaderpermutation_t;
1067
1068 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1069 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1070 {
1071         {"#define USEDIFFUSE\n", " diffuse"},
1072         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1073         {"#define USECOLORMAPPING\n", " colormapping"},
1074         {"#define USECONTRASTBOOST\n", " contrastboost"},
1075         {"#define USEFOG\n", " fog"},
1076         {"#define USECUBEFILTER\n", " cubefilter"},
1077         {"#define USEGLOW\n", " glow"},
1078         {"#define USESPECULAR\n", " specular"},
1079         {"#define USEREFLECTION\n", " reflection"},
1080         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1081         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1082         {"#define USEGAMMARAMPS\n", " gammaramps"},
1083         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1084 };
1085
1086 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1087 typedef enum shadermode_e
1088 {
1089         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1090         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1091         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1092         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1093         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1094         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1095         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1096         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1097         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1098         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1099         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1100         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1101         SHADERMODE_COUNT
1102 }
1103 shadermode_t;
1104
1105 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1106 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1107 {
1108         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1109         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1110         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1111         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1112         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1113         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1114         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1115         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1116         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1117         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1118         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1119         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1120 };
1121
1122 typedef struct r_glsl_permutation_s
1123 {
1124         // indicates if we have tried compiling this permutation already
1125         qboolean compiled;
1126         // 0 if compilation failed
1127         int program;
1128         // locations of detected uniforms in program object, or -1 if not found
1129         int loc_Texture_First;
1130         int loc_Texture_Second;
1131         int loc_Texture_GammaRamps;
1132         int loc_Texture_Normal;
1133         int loc_Texture_Color;
1134         int loc_Texture_Gloss;
1135         int loc_Texture_Glow;
1136         int loc_Texture_SecondaryNormal;
1137         int loc_Texture_SecondaryColor;
1138         int loc_Texture_SecondaryGloss;
1139         int loc_Texture_SecondaryGlow;
1140         int loc_Texture_Pants;
1141         int loc_Texture_Shirt;
1142         int loc_Texture_FogMask;
1143         int loc_Texture_Lightmap;
1144         int loc_Texture_Deluxemap;
1145         int loc_Texture_Attenuation;
1146         int loc_Texture_Cube;
1147         int loc_Texture_Refraction;
1148         int loc_Texture_Reflection;
1149         int loc_FogColor;
1150         int loc_LightPosition;
1151         int loc_EyePosition;
1152         int loc_Color_Pants;
1153         int loc_Color_Shirt;
1154         int loc_FogRangeRecip;
1155         int loc_AmbientScale;
1156         int loc_DiffuseScale;
1157         int loc_SpecularScale;
1158         int loc_SpecularPower;
1159         int loc_GlowScale;
1160         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1161         int loc_OffsetMapping_Scale;
1162         int loc_TintColor;
1163         int loc_AmbientColor;
1164         int loc_DiffuseColor;
1165         int loc_SpecularColor;
1166         int loc_LightDir;
1167         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1168         int loc_GammaCoeff; // 1 / gamma
1169         int loc_DistortScaleRefractReflect;
1170         int loc_ScreenScaleRefractReflect;
1171         int loc_ScreenCenterRefractReflect;
1172         int loc_RefractColor;
1173         int loc_ReflectColor;
1174         int loc_ReflectFactor;
1175         int loc_ReflectOffset;
1176         int loc_UserVec1;
1177         int loc_UserVec2;
1178         int loc_UserVec3;
1179         int loc_UserVec4;
1180         int loc_ClientTime;
1181         int loc_PixelSize;
1182 }
1183 r_glsl_permutation_t;
1184
1185 // information about each possible shader permutation
1186 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1187 // currently selected permutation
1188 r_glsl_permutation_t *r_glsl_permutation;
1189
1190 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1191 {
1192         char *shaderstring;
1193         if (!filename || !filename[0])
1194                 return NULL;
1195         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1196         if (shaderstring)
1197         {
1198                 if (printfromdisknotice)
1199                         Con_DPrint("from disk... ");
1200                 return shaderstring;
1201         }
1202         else if (!strcmp(filename, "glsl/default.glsl"))
1203         {
1204                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1205                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1206         }
1207         return shaderstring;
1208 }
1209
1210 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1211 {
1212         int i;
1213         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1214         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1215         int vertstrings_count = 0;
1216         int geomstrings_count = 0;
1217         int fragstrings_count = 0;
1218         char *vertexstring, *geometrystring, *fragmentstring;
1219         const char *vertstrings_list[32+3];
1220         const char *geomstrings_list[32+3];
1221         const char *fragstrings_list[32+3];
1222         char permutationname[256];
1223
1224         if (p->compiled)
1225                 return;
1226         p->compiled = true;
1227         p->program = 0;
1228
1229         permutationname[0] = 0;
1230         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1231         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1232         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1233
1234         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1235
1236         // the first pretext is which type of shader to compile as
1237         // (later these will all be bound together as a program object)
1238         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1239         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1240         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1241
1242         // the second pretext is the mode (for example a light source)
1243         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1244         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1245         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1246         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1247
1248         // now add all the permutation pretexts
1249         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250         {
1251                 if (permutation & (1<<i))
1252                 {
1253                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1254                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1255                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1256                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1257                 }
1258                 else
1259                 {
1260                         // keep line numbers correct
1261                         vertstrings_list[vertstrings_count++] = "\n";
1262                         geomstrings_list[geomstrings_count++] = "\n";
1263                         fragstrings_list[fragstrings_count++] = "\n";
1264                 }
1265         }
1266
1267         // now append the shader text itself
1268         vertstrings_list[vertstrings_count++] = vertexstring;
1269         geomstrings_list[geomstrings_count++] = geometrystring;
1270         fragstrings_list[fragstrings_count++] = fragmentstring;
1271
1272         // if any sources were NULL, clear the respective list
1273         if (!vertexstring)
1274                 vertstrings_count = 0;
1275         if (!geometrystring)
1276                 geomstrings_count = 0;
1277         if (!fragmentstring)
1278                 fragstrings_count = 0;
1279
1280         // compile the shader program
1281         if (vertstrings_count + geomstrings_count + fragstrings_count)
1282                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1283         if (p->program)
1284         {
1285                 CHECKGLERROR
1286                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1287                 // look up all the uniform variable names we care about, so we don't
1288                 // have to look them up every time we set them
1289                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1290                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1291                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1292                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1293                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1294                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1295                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1296                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1297                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1298                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1299                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1300                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1301                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1302                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1303                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1304                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1305                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1306                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1307                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1308                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1309                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1310                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1311                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1312                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1313                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1314                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1315                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1316                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1317                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1318                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1319                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1320                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1321                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1322                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1323                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1324                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1325                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1326                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1327                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1328                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1329                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1330                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1331                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1332                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1333                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1334                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1335                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1336                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1337                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1338                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1339                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1340                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1341                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1342                 // initialize the samplers to refer to the texture units we use
1343                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1344                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1345                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1346                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1347                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1348                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1349                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1350                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1351                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1352                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1353                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1354                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1355                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1356                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1357                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1358                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1359                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1360                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1361                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1362                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1363                 CHECKGLERROR
1364                 if (developer.integer)
1365                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1366         }
1367         else
1368                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1369
1370         // free the strings
1371         if (vertexstring)
1372                 Mem_Free(vertexstring);
1373         if (geometrystring)
1374                 Mem_Free(geometrystring);
1375         if (fragmentstring)
1376                 Mem_Free(fragmentstring);
1377 }
1378
1379 void R_GLSL_Restart_f(void)
1380 {
1381         shadermode_t mode;
1382         shaderpermutation_t permutation;
1383         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1384                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1385                         if (r_glsl_permutations[mode][permutation].program)
1386                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1387         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1388 }
1389
1390 void R_GLSL_DumpShader_f(void)
1391 {
1392         int i;
1393
1394         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1395         if(!file)
1396         {
1397                 Con_Printf("failed to write to glsl/default.glsl\n");
1398                 return;
1399         }
1400
1401         FS_Print(file, "// The engine may define the following macros:\n");
1402         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1403         for (i = 0;i < SHADERMODE_COUNT;i++)
1404                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1405         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1406                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1407         FS_Print(file, "\n");
1408         FS_Print(file, builtinshaderstring);
1409         FS_Close(file);
1410
1411         Con_Printf("glsl/default.glsl written\n");
1412 }
1413
1414 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1415 {
1416         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1417         if (r_glsl_permutation != perm)
1418         {
1419                 r_glsl_permutation = perm;
1420                 if (!r_glsl_permutation->program)
1421                 {
1422                         if (!r_glsl_permutation->compiled)
1423                                 R_GLSL_CompilePermutation(mode, permutation);
1424                         if (!r_glsl_permutation->program)
1425                         {
1426                                 // remove features until we find a valid permutation
1427                                 int i;
1428                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1429                                 {
1430                                         // reduce i more quickly whenever it would not remove any bits
1431                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1432                                         if (!(permutation & j))
1433                                                 continue;
1434                                         permutation -= j;
1435                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1436                                         if (!r_glsl_permutation->compiled)
1437                                                 R_GLSL_CompilePermutation(mode, permutation);
1438                                         if (r_glsl_permutation->program)
1439                                                 break;
1440                                 }
1441                                 if (i >= SHADERPERMUTATION_COUNT)
1442                                 {
1443                                         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");
1444                                         Cvar_SetValueQuick(&r_glsl, 0);
1445                                         R_GLSL_Restart_f(); // unload shaders
1446                                         return; // no bit left to clear
1447                                 }
1448                         }
1449                 }
1450                 CHECKGLERROR
1451                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1452         }
1453 }
1454
1455 void R_SetupGenericShader(qboolean usetexture)
1456 {
1457         if (gl_support_fragment_shader)
1458         {
1459                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1460                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1461                 else if (r_glsl_permutation)
1462                 {
1463                         r_glsl_permutation = NULL;
1464                         qglUseProgramObjectARB(0);CHECKGLERROR
1465                 }
1466         }
1467 }
1468
1469 void R_SetupGenericTwoTextureShader(int texturemode)
1470 {
1471         if (gl_support_fragment_shader)
1472         {
1473                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1474                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1475                 else if (r_glsl_permutation)
1476                 {
1477                         r_glsl_permutation = NULL;
1478                         qglUseProgramObjectARB(0);CHECKGLERROR
1479                 }
1480         }
1481         if (!r_glsl_permutation)
1482         {
1483                 if (texturemode == GL_DECAL && gl_combine.integer)
1484                         texturemode = GL_INTERPOLATE_ARB;
1485                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1486         }
1487 }
1488
1489 void R_SetupDepthOrShadowShader(void)
1490 {
1491         if (gl_support_fragment_shader)
1492         {
1493                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1494                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1495                 else if (r_glsl_permutation)
1496                 {
1497                         r_glsl_permutation = NULL;
1498                         qglUseProgramObjectARB(0);CHECKGLERROR
1499                 }
1500         }
1501 }
1502
1503 extern rtexture_t *r_shadow_attenuationgradienttexture;
1504 extern rtexture_t *r_shadow_attenuation2dtexture;
1505 extern rtexture_t *r_shadow_attenuation3dtexture;
1506 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1507 {
1508         // select a permutation of the lighting shader appropriate to this
1509         // combination of texture, entity, light source, and fogging, only use the
1510         // minimum features necessary to avoid wasting rendering time in the
1511         // fragment shader on features that are not being used
1512         unsigned int permutation = 0;
1513         shadermode_t mode = 0;
1514         // TODO: implement geometry-shader based shadow volumes someday
1515         if (r_glsl_offsetmapping.integer)
1516         {
1517                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1518                 if (r_glsl_offsetmapping_reliefmapping.integer)
1519                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1520         }
1521         if (rsurfacepass == RSURFPASS_BACKGROUND)
1522         {
1523                 // distorted background
1524                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1525                         mode = SHADERMODE_WATER;
1526                 else
1527                         mode = SHADERMODE_REFRACTION;
1528         }
1529         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1530         {
1531                 // light source
1532                 mode = SHADERMODE_LIGHTSOURCE;
1533                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1534                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1535                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1536                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1537                 if (diffusescale > 0)
1538                         permutation |= SHADERPERMUTATION_DIFFUSE;
1539                 if (specularscale > 0)
1540                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1541                 if (r_refdef.fogenabled)
1542                         permutation |= SHADERPERMUTATION_FOG;
1543                 if (rsurface.texture->colormapping)
1544                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1545                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1546                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1547         }
1548         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1549         {
1550                 // unshaded geometry (fullbright or ambient model lighting)
1551                 mode = SHADERMODE_FLATCOLOR;
1552                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1553                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1554                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1555                         permutation |= SHADERPERMUTATION_GLOW;
1556                 if (r_refdef.fogenabled)
1557                         permutation |= SHADERPERMUTATION_FOG;
1558                 if (rsurface.texture->colormapping)
1559                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1560                 if (r_glsl_offsetmapping.integer)
1561                 {
1562                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1563                         if (r_glsl_offsetmapping_reliefmapping.integer)
1564                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1565                 }
1566                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1567                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1568                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1569                         permutation |= SHADERPERMUTATION_REFLECTION;
1570         }
1571         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1572         {
1573                 // directional model lighting
1574                 mode = SHADERMODE_LIGHTDIRECTION;
1575                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1578                         permutation |= SHADERPERMUTATION_GLOW;
1579                 permutation |= SHADERPERMUTATION_DIFFUSE;
1580                 if (specularscale > 0)
1581                         permutation |= SHADERPERMUTATION_SPECULAR;
1582                 if (r_refdef.fogenabled)
1583                         permutation |= SHADERPERMUTATION_FOG;
1584                 if (rsurface.texture->colormapping)
1585                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1586                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1587                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1588                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1589                         permutation |= SHADERPERMUTATION_REFLECTION;
1590         }
1591         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1592         {
1593                 // ambient model lighting
1594                 mode = SHADERMODE_LIGHTDIRECTION;
1595                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1596                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1597                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1598                         permutation |= SHADERPERMUTATION_GLOW;
1599                 if (r_refdef.fogenabled)
1600                         permutation |= SHADERPERMUTATION_FOG;
1601                 if (rsurface.texture->colormapping)
1602                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1603                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1604                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1605                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1606                         permutation |= SHADERPERMUTATION_REFLECTION;
1607         }
1608         else
1609         {
1610                 // lightmapped wall
1611                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1612                 {
1613                         // deluxemapping (light direction texture)
1614                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1615                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1616                         else
1617                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1618                         permutation |= SHADERPERMUTATION_DIFFUSE;
1619                         if (specularscale > 0)
1620                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1621                 }
1622                 else if (r_glsl_deluxemapping.integer >= 2)
1623                 {
1624                         // fake deluxemapping (uniform light direction in tangentspace)
1625                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1626                         permutation |= SHADERPERMUTATION_DIFFUSE;
1627                         if (specularscale > 0)
1628                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1629                 }
1630                 else if (rsurface.uselightmaptexture)
1631                 {
1632                         // ordinary lightmapping (q1bsp, q3bsp)
1633                         mode = SHADERMODE_LIGHTMAP;
1634                 }
1635                 else
1636                 {
1637                         // ordinary vertex coloring (q3bsp)
1638                         mode = SHADERMODE_VERTEXCOLOR;
1639                 }
1640                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1643                         permutation |= SHADERPERMUTATION_GLOW;
1644                 if (r_refdef.fogenabled)
1645                         permutation |= SHADERPERMUTATION_FOG;
1646                 if (rsurface.texture->colormapping)
1647                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1648                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651                         permutation |= SHADERPERMUTATION_REFLECTION;
1652         }
1653         R_SetupShader_SetPermutation(mode, permutation);
1654         if (mode == SHADERMODE_LIGHTSOURCE)
1655         {
1656                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1657                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1658                 {
1659                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1660                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1661                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1662                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1663                 }
1664                 else
1665                 {
1666                         // ambient only is simpler
1667                         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]);
1668                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1669                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1670                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1671                 }
1672                 // additive passes are only darkened by fog, not tinted
1673                 if (r_glsl_permutation->loc_FogColor >= 0)
1674                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1675         }
1676         else
1677         {
1678                 if (mode == SHADERMODE_LIGHTDIRECTION)
1679                 {
1680                         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);
1681                         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);
1682                         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);
1683                         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]);
1684                 }
1685                 else
1686                 {
1687                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1688                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1689                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1690                 }
1691                 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]);
1692                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1693                 // additive passes are only darkened by fog, not tinted
1694                 if (r_glsl_permutation->loc_FogColor >= 0)
1695                 {
1696                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1697                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1698                         else
1699                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1700                 }
1701                 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);
1702                 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]);
1703                 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]);
1704                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1705                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1706                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1707                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1708         }
1709         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1710         {
1711                 // The formula used is actually:
1712                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1713                 //   color.rgb *= SceneBrightness;
1714                 // simplified:
1715                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1716                 // and do [[calculations]] here in the engine
1717                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1718                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1719         }
1720         else
1721                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1722         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1723         if (r_glsl_permutation->loc_Color_Pants >= 0)
1724         {
1725                 if (rsurface.texture->currentskinframe->pants)
1726                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1727                 else
1728                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1729         }
1730         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1731         {
1732                 if (rsurface.texture->currentskinframe->shirt)
1733                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1734                 else
1735                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1736         }
1737         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1738         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1739         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1740         CHECKGLERROR
1741 }
1742
1743 #define SKINFRAME_HASH 1024
1744
1745 struct
1746 {
1747         int loadsequence; // incremented each level change
1748         memexpandablearray_t array;
1749         skinframe_t *hash[SKINFRAME_HASH];
1750 }
1751 r_skinframe;
1752
1753 void R_SkinFrame_PrepareForPurge(void)
1754 {
1755         r_skinframe.loadsequence++;
1756         // wrap it without hitting zero
1757         if (r_skinframe.loadsequence >= 200)
1758                 r_skinframe.loadsequence = 1;
1759 }
1760
1761 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1762 {
1763         if (!skinframe)
1764                 return;
1765         // mark the skinframe as used for the purging code
1766         skinframe->loadsequence = r_skinframe.loadsequence;
1767 }
1768
1769 void R_SkinFrame_Purge(void)
1770 {
1771         int i;
1772         skinframe_t *s;
1773         for (i = 0;i < SKINFRAME_HASH;i++)
1774         {
1775                 for (s = r_skinframe.hash[i];s;s = s->next)
1776                 {
1777                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1778                         {
1779                                 if (s->merged == s->base)
1780                                         s->merged = NULL;
1781                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1782                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1783                                 R_PurgeTexture(s->merged);s->merged = NULL;
1784                                 R_PurgeTexture(s->base  );s->base   = NULL;
1785                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1786                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1787                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1788                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1789                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1790                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1791                                 s->loadsequence = 0;
1792                         }
1793                 }
1794         }
1795 }
1796
1797 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1798         skinframe_t *item;
1799         char basename[MAX_QPATH];
1800
1801         Image_StripImageExtension(name, basename, sizeof(basename));
1802
1803         if( last == NULL ) {
1804                 int hashindex;
1805                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1806                 item = r_skinframe.hash[hashindex];
1807         } else {
1808                 item = last->next;
1809         }
1810
1811         // linearly search through the hash bucket
1812         for( ; item ; item = item->next ) {
1813                 if( !strcmp( item->basename, basename ) ) {
1814                         return item;
1815                 }
1816         }
1817         return NULL;
1818 }
1819
1820 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1821 {
1822         skinframe_t *item;
1823         int hashindex;
1824         char basename[MAX_QPATH];
1825
1826         Image_StripImageExtension(name, basename, sizeof(basename));
1827
1828         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1829         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1830                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1831                         break;
1832
1833         if (!item) {
1834                 rtexture_t *dyntexture;
1835                 // check whether its a dynamic texture
1836                 dyntexture = CL_GetDynTexture( basename );
1837                 if (!add && !dyntexture)
1838                         return NULL;
1839                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1840                 memset(item, 0, sizeof(*item));
1841                 strlcpy(item->basename, basename, sizeof(item->basename));
1842                 item->base = dyntexture; // either NULL or dyntexture handle
1843                 item->textureflags = textureflags;
1844                 item->comparewidth = comparewidth;
1845                 item->compareheight = compareheight;
1846                 item->comparecrc = comparecrc;
1847                 item->next = r_skinframe.hash[hashindex];
1848                 r_skinframe.hash[hashindex] = item;
1849         }
1850         else if( item->base == NULL )
1851         {
1852                 rtexture_t *dyntexture;
1853                 // check whether its a dynamic texture
1854                 // 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]
1855                 dyntexture = CL_GetDynTexture( basename );
1856                 item->base = dyntexture; // either NULL or dyntexture handle
1857         }
1858
1859         R_SkinFrame_MarkUsed(item);
1860         return item;
1861 }
1862
1863 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1864 {
1865         // FIXME: it should be possible to disable loading various layers using
1866         // cvars, to prevent wasted loading time and memory usage if the user does
1867         // not want them
1868         qboolean loadnormalmap = true;
1869         qboolean loadgloss = true;
1870         qboolean loadpantsandshirt = true;
1871         qboolean loadglow = true;
1872         int j;
1873         unsigned char *pixels;
1874         unsigned char *bumppixels;
1875         unsigned char *basepixels = NULL;
1876         int basepixels_width;
1877         int basepixels_height;
1878         skinframe_t *skinframe;
1879
1880         if (cls.state == ca_dedicated)
1881                 return NULL;
1882
1883         // return an existing skinframe if already loaded
1884         // if loading of the first image fails, don't make a new skinframe as it
1885         // would cause all future lookups of this to be missing
1886         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1887         if (skinframe && skinframe->base)
1888                 return skinframe;
1889
1890         basepixels = loadimagepixelsbgra(name, complain, true);
1891         if (basepixels == NULL)
1892                 return NULL;
1893
1894         if (developer_loading.integer)
1895                 Con_Printf("loading skin \"%s\"\n", name);
1896
1897         // we've got some pixels to store, so really allocate this new texture now
1898         if (!skinframe)
1899                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1900         skinframe->stain = NULL;
1901         skinframe->merged = NULL;
1902         skinframe->base = r_texture_notexture;
1903         skinframe->pants = NULL;
1904         skinframe->shirt = NULL;
1905         skinframe->nmap = r_texture_blanknormalmap;
1906         skinframe->gloss = NULL;
1907         skinframe->glow = NULL;
1908         skinframe->fog = NULL;
1909
1910         basepixels_width = image_width;
1911         basepixels_height = image_height;
1912         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);
1913
1914         if (textureflags & TEXF_ALPHA)
1915         {
1916                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1917                         if (basepixels[j] < 255)
1918                                 break;
1919                 if (j < basepixels_width * basepixels_height * 4)
1920                 {
1921                         // has transparent pixels
1922                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1923                         for (j = 0;j < image_width * image_height * 4;j += 4)
1924                         {
1925                                 pixels[j+0] = 255;
1926                                 pixels[j+1] = 255;
1927                                 pixels[j+2] = 255;
1928                                 pixels[j+3] = basepixels[j+3];
1929                         }
1930                         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);
1931                         Mem_Free(pixels);
1932                 }
1933         }
1934
1935         // _norm is the name used by tenebrae and has been adopted as standard
1936         if (loadnormalmap)
1937         {
1938                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1939                 {
1940                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1941                         Mem_Free(pixels);
1942                         pixels = NULL;
1943                 }
1944                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1945                 {
1946                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1948                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1949                         Mem_Free(pixels);
1950                         Mem_Free(bumppixels);
1951                 }
1952                 else if (r_shadow_bumpscale_basetexture.value > 0)
1953                 {
1954                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1955                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1956                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1957                         Mem_Free(pixels);
1958                 }
1959         }
1960         // _luma is supported for tenebrae compatibility
1961         // (I think it's a very stupid name, but oh well)
1962         // _glow is the preferred name
1963         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;}
1964         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;}
1965         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;}
1966         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;}
1967
1968         if (basepixels)
1969                 Mem_Free(basepixels);
1970
1971         return skinframe;
1972 }
1973
1974 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)
1975 {
1976         int i;
1977         if (!force)
1978         {
1979                 for (i = 0;i < width*height;i++)
1980                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1981                                 break;
1982                 if (i == width*height)
1983                         return NULL;
1984         }
1985         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1986 }
1987
1988 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1989 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1990 {
1991         int i;
1992         unsigned char *temp1, *temp2;
1993         skinframe_t *skinframe;
1994
1995         if (cls.state == ca_dedicated)
1996                 return NULL;
1997
1998         // if already loaded just return it, otherwise make a new skinframe
1999         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2000         if (skinframe && skinframe->base)
2001                 return skinframe;
2002
2003         skinframe->stain = NULL;
2004         skinframe->merged = NULL;
2005         skinframe->base = r_texture_notexture;
2006         skinframe->pants = NULL;
2007         skinframe->shirt = NULL;
2008         skinframe->nmap = r_texture_blanknormalmap;
2009         skinframe->gloss = NULL;
2010         skinframe->glow = NULL;
2011         skinframe->fog = NULL;
2012
2013         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2014         if (!skindata)
2015                 return NULL;
2016
2017         if (developer_loading.integer)
2018                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2019
2020         if (r_shadow_bumpscale_basetexture.value > 0)
2021         {
2022                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2023                 temp2 = temp1 + width * height * 4;
2024                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2025                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2026                 Mem_Free(temp1);
2027         }
2028         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2029         if (textureflags & TEXF_ALPHA)
2030         {
2031                 for (i = 3;i < width * height * 4;i += 4)
2032                         if (skindata[i] < 255)
2033                                 break;
2034                 if (i < width * height * 4)
2035                 {
2036                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2037                         memcpy(fogpixels, skindata, width * height * 4);
2038                         for (i = 0;i < width * height * 4;i += 4)
2039                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2040                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2041                         Mem_Free(fogpixels);
2042                 }
2043         }
2044
2045         return skinframe;
2046 }
2047
2048 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2049 {
2050         int i;
2051         unsigned char *temp1, *temp2;
2052         skinframe_t *skinframe;
2053
2054         if (cls.state == ca_dedicated)
2055                 return NULL;
2056
2057         // if already loaded just return it, otherwise make a new skinframe
2058         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2059         if (skinframe && skinframe->base)
2060                 return skinframe;
2061
2062         skinframe->stain = NULL;
2063         skinframe->merged = NULL;
2064         skinframe->base = r_texture_notexture;
2065         skinframe->pants = NULL;
2066         skinframe->shirt = NULL;
2067         skinframe->nmap = r_texture_blanknormalmap;
2068         skinframe->gloss = NULL;
2069         skinframe->glow = NULL;
2070         skinframe->fog = NULL;
2071
2072         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2073         if (!skindata)
2074                 return NULL;
2075
2076         if (developer_loading.integer)
2077                 Con_Printf("loading quake skin \"%s\"\n", name);
2078
2079         if (r_shadow_bumpscale_basetexture.value > 0)
2080         {
2081                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2082                 temp2 = temp1 + width * height * 4;
2083                 // use either a custom palette or the quake palette
2084                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2085                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2086                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2087                 Mem_Free(temp1);
2088         }
2089         // use either a custom palette, or the quake palette
2090         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2091         if (loadglowtexture)
2092                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2093         if (loadpantsandshirt)
2094         {
2095                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2096                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2097         }
2098         if (skinframe->pants || skinframe->shirt)
2099                 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
2100         if (textureflags & TEXF_ALPHA)
2101         {
2102                 for (i = 0;i < width * height;i++)
2103                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2104                                 break;
2105                 if (i < width * height)
2106                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2107         }
2108
2109         return skinframe;
2110 }
2111
2112 skinframe_t *R_SkinFrame_LoadMissing(void)
2113 {
2114         skinframe_t *skinframe;
2115
2116         if (cls.state == ca_dedicated)
2117                 return NULL;
2118
2119         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2120         skinframe->stain = NULL;
2121         skinframe->merged = NULL;
2122         skinframe->base = r_texture_notexture;
2123         skinframe->pants = NULL;
2124         skinframe->shirt = NULL;
2125         skinframe->nmap = r_texture_blanknormalmap;
2126         skinframe->gloss = NULL;
2127         skinframe->glow = NULL;
2128         skinframe->fog = NULL;
2129
2130         return skinframe;
2131 }
2132
2133 void gl_main_start(void)
2134 {
2135         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2136         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2137
2138         // set up r_skinframe loading system for textures
2139         memset(&r_skinframe, 0, sizeof(r_skinframe));
2140         r_skinframe.loadsequence = 1;
2141         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2142
2143         r_main_texturepool = R_AllocTexturePool();
2144         R_BuildBlankTextures();
2145         R_BuildNoTexture();
2146         if (gl_texturecubemap)
2147         {
2148                 R_BuildWhiteCube();
2149                 R_BuildNormalizationCube();
2150         }
2151         r_texture_fogattenuation = NULL;
2152         r_texture_gammaramps = NULL;
2153         //r_texture_fogintensity = NULL;
2154         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2155         memset(&r_waterstate, 0, sizeof(r_waterstate));
2156         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2157         memset(&r_svbsp, 0, sizeof (r_svbsp));
2158
2159         r_refdef.fogmasktable_density = 0;
2160 }
2161
2162 void gl_main_shutdown(void)
2163 {
2164         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2165         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2166
2167         // clear out the r_skinframe state
2168         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2169         memset(&r_skinframe, 0, sizeof(r_skinframe));
2170
2171         if (r_svbsp.nodes)
2172                 Mem_Free(r_svbsp.nodes);
2173         memset(&r_svbsp, 0, sizeof (r_svbsp));
2174         R_FreeTexturePool(&r_main_texturepool);
2175         r_texture_blanknormalmap = NULL;
2176         r_texture_white = NULL;
2177         r_texture_grey128 = NULL;
2178         r_texture_black = NULL;
2179         r_texture_whitecube = NULL;
2180         r_texture_normalizationcube = NULL;
2181         r_texture_fogattenuation = NULL;
2182         r_texture_gammaramps = NULL;
2183         //r_texture_fogintensity = NULL;
2184         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185         memset(&r_waterstate, 0, sizeof(r_waterstate));
2186         R_GLSL_Restart_f();
2187 }
2188
2189 extern void CL_ParseEntityLump(char *entitystring);
2190 void gl_main_newmap(void)
2191 {
2192         // FIXME: move this code to client
2193         int l;
2194         char *entities, entname[MAX_QPATH];
2195         if (cl.worldmodel)
2196         {
2197                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2198                 l = (int)strlen(entname) - 4;
2199                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2200                 {
2201                         memcpy(entname + l, ".ent", 5);
2202                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2203                         {
2204                                 CL_ParseEntityLump(entities);
2205                                 Mem_Free(entities);
2206                                 return;
2207                         }
2208                 }
2209                 if (cl.worldmodel->brush.entities)
2210                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2211         }
2212 }
2213
2214 void GL_Main_Init(void)
2215 {
2216         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2217
2218         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2219         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2220         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2221         if (gamemode == GAME_NEHAHRA)
2222         {
2223                 Cvar_RegisterVariable (&gl_fogenable);
2224                 Cvar_RegisterVariable (&gl_fogdensity);
2225                 Cvar_RegisterVariable (&gl_fogred);
2226                 Cvar_RegisterVariable (&gl_foggreen);
2227                 Cvar_RegisterVariable (&gl_fogblue);
2228                 Cvar_RegisterVariable (&gl_fogstart);
2229                 Cvar_RegisterVariable (&gl_fogend);
2230                 Cvar_RegisterVariable (&gl_skyclip);
2231         }
2232         Cvar_RegisterVariable(&r_depthfirst);
2233         Cvar_RegisterVariable(&r_nearclip);
2234         Cvar_RegisterVariable(&r_showbboxes);
2235         Cvar_RegisterVariable(&r_showsurfaces);
2236         Cvar_RegisterVariable(&r_showtris);
2237         Cvar_RegisterVariable(&r_shownormals);
2238         Cvar_RegisterVariable(&r_showlighting);
2239         Cvar_RegisterVariable(&r_showshadowvolumes);
2240         Cvar_RegisterVariable(&r_showcollisionbrushes);
2241         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2242         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2243         Cvar_RegisterVariable(&r_showdisabledepthtest);
2244         Cvar_RegisterVariable(&r_drawportals);
2245         Cvar_RegisterVariable(&r_drawentities);
2246         Cvar_RegisterVariable(&r_cullentities_trace);
2247         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2248         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2249         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2250         Cvar_RegisterVariable(&r_drawviewmodel);
2251         Cvar_RegisterVariable(&r_speeds);
2252         Cvar_RegisterVariable(&r_fullbrights);
2253         Cvar_RegisterVariable(&r_wateralpha);
2254         Cvar_RegisterVariable(&r_dynamic);
2255         Cvar_RegisterVariable(&r_fullbright);
2256         Cvar_RegisterVariable(&r_shadows);
2257         Cvar_RegisterVariable(&r_shadows_throwdistance);
2258         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2259         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2260         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2261         Cvar_RegisterVariable(&r_fog_exp2);
2262         Cvar_RegisterVariable(&r_textureunits);
2263         Cvar_RegisterVariable(&r_glsl);
2264         Cvar_RegisterVariable(&r_glsl_contrastboost);
2265         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2266         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2267         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2268         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2269         Cvar_RegisterVariable(&r_glsl_postprocess);
2270         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2271         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2272         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2273         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2274         Cvar_RegisterVariable(&r_glsl_usegeneric);
2275         Cvar_RegisterVariable(&r_water);
2276         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2277         Cvar_RegisterVariable(&r_water_clippingplanebias);
2278         Cvar_RegisterVariable(&r_water_refractdistort);
2279         Cvar_RegisterVariable(&r_water_reflectdistort);
2280         Cvar_RegisterVariable(&r_lerpsprites);
2281         Cvar_RegisterVariable(&r_lerpmodels);
2282         Cvar_RegisterVariable(&r_lerplightstyles);
2283         Cvar_RegisterVariable(&r_waterscroll);
2284         Cvar_RegisterVariable(&r_bloom);
2285         Cvar_RegisterVariable(&r_bloom_colorscale);
2286         Cvar_RegisterVariable(&r_bloom_brighten);
2287         Cvar_RegisterVariable(&r_bloom_blur);
2288         Cvar_RegisterVariable(&r_bloom_resolution);
2289         Cvar_RegisterVariable(&r_bloom_colorexponent);
2290         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2291         Cvar_RegisterVariable(&r_hdr);
2292         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2293         Cvar_RegisterVariable(&r_hdr_glowintensity);
2294         Cvar_RegisterVariable(&r_hdr_range);
2295         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2296         Cvar_RegisterVariable(&developer_texturelogging);
2297         Cvar_RegisterVariable(&gl_lightmaps);
2298         Cvar_RegisterVariable(&r_test);
2299         Cvar_RegisterVariable(&r_batchmode);
2300         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2301                 Cvar_SetValue("r_fullbrights", 0);
2302         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2303
2304         Cvar_RegisterVariable(&r_track_sprites);
2305         Cvar_RegisterVariable(&r_track_sprites_flags);
2306         Cvar_RegisterVariable(&r_track_sprites_scalew);
2307         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2308 }
2309
2310 extern void R_Textures_Init(void);
2311 extern void GL_Draw_Init(void);
2312 extern void GL_Main_Init(void);
2313 extern void R_Shadow_Init(void);
2314 extern void R_Sky_Init(void);
2315 extern void GL_Surf_Init(void);
2316 extern void R_Particles_Init(void);
2317 extern void R_Explosion_Init(void);
2318 extern void gl_backend_init(void);
2319 extern void Sbar_Init(void);
2320 extern void R_LightningBeams_Init(void);
2321 extern void Mod_RenderInit(void);
2322
2323 void Render_Init(void)
2324 {
2325         gl_backend_init();
2326         R_Textures_Init();
2327         GL_Main_Init();
2328         GL_Draw_Init();
2329         R_Shadow_Init();
2330         R_Sky_Init();
2331         GL_Surf_Init();
2332         Sbar_Init();
2333         R_Particles_Init();
2334         R_Explosion_Init();
2335         R_LightningBeams_Init();
2336         Mod_RenderInit();
2337 }
2338
2339 /*
2340 ===============
2341 GL_Init
2342 ===============
2343 */
2344 extern char *ENGINE_EXTENSIONS;
2345 void GL_Init (void)
2346 {
2347         VID_CheckExtensions();
2348
2349         // LordHavoc: report supported extensions
2350         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2351
2352         // clear to black (loading plaque will be seen over this)
2353         CHECKGLERROR
2354         qglClearColor(0,0,0,1);CHECKGLERROR
2355         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2356 }
2357
2358 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2359 {
2360         int i;
2361         mplane_t *p;
2362         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2363         {
2364                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2365                 if (i == 4)
2366                         continue;
2367                 p = r_refdef.view.frustum + i;
2368                 switch(p->signbits)
2369                 {
2370                 default:
2371                 case 0:
2372                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2373                                 return true;
2374                         break;
2375                 case 1:
2376                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2377                                 return true;
2378                         break;
2379                 case 2:
2380                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2381                                 return true;
2382                         break;
2383                 case 3:
2384                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2385                                 return true;
2386                         break;
2387                 case 4:
2388                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2389                                 return true;
2390                         break;
2391                 case 5:
2392                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2393                                 return true;
2394                         break;
2395                 case 6:
2396                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2397                                 return true;
2398                         break;
2399                 case 7:
2400                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2401                                 return true;
2402                         break;
2403                 }
2404         }
2405         return false;
2406 }
2407
2408 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2409 {
2410         int i;
2411         const mplane_t *p;
2412         for (i = 0;i < numplanes;i++)
2413         {
2414                 p = planes + i;
2415                 switch(p->signbits)
2416                 {
2417                 default:
2418                 case 0:
2419                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2420                                 return true;
2421                         break;
2422                 case 1:
2423                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2424                                 return true;
2425                         break;
2426                 case 2:
2427                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2428                                 return true;
2429                         break;
2430                 case 3:
2431                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2432                                 return true;
2433                         break;
2434                 case 4:
2435                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2436                                 return true;
2437                         break;
2438                 case 5:
2439                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2440                                 return true;
2441                         break;
2442                 case 6:
2443                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2444                                 return true;
2445                         break;
2446                 case 7:
2447                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2448                                 return true;
2449                         break;
2450                 }
2451         }
2452         return false;
2453 }
2454
2455 //==================================================================================
2456
2457 static void R_View_UpdateEntityVisible (void)
2458 {
2459         int i, renderimask;
2460         entity_render_t *ent;
2461
2462         if (!r_drawentities.integer)
2463                 return;
2464
2465         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2466         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2467         {
2468                 // worldmodel can check visibility
2469                 for (i = 0;i < r_refdef.scene.numentities;i++)
2470                 {
2471                         ent = r_refdef.scene.entities[i];
2472                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2473
2474                 }
2475                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2476                 {
2477                         for (i = 0;i < r_refdef.scene.numentities;i++)
2478                         {
2479                                 ent = r_refdef.scene.entities[i];
2480                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2481                                 {
2482                                         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))
2483                                                 ent->last_trace_visibility = realtime;
2484                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2485                                                 r_refdef.viewcache.entityvisible[i] = 0;
2486                                 }
2487                         }
2488                 }
2489         }
2490         else
2491         {
2492                 // no worldmodel or it can't check visibility
2493                 for (i = 0;i < r_refdef.scene.numentities;i++)
2494                 {
2495                         ent = r_refdef.scene.entities[i];
2496                         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));
2497                 }
2498         }
2499 }
2500
2501 // only used if skyrendermasked, and normally returns false
2502 int R_DrawBrushModelsSky (void)
2503 {
2504         int i, sky;
2505         entity_render_t *ent;
2506
2507         if (!r_drawentities.integer)
2508                 return false;
2509
2510         sky = false;
2511         for (i = 0;i < r_refdef.scene.numentities;i++)
2512         {
2513                 if (!r_refdef.viewcache.entityvisible[i])
2514                         continue;
2515                 ent = r_refdef.scene.entities[i];
2516                 if (!ent->model || !ent->model->DrawSky)
2517                         continue;
2518                 ent->model->DrawSky(ent);
2519                 sky = true;
2520         }
2521         return sky;
2522 }
2523
2524 static void R_DrawNoModel(entity_render_t *ent);
2525 static void R_DrawModels(void)
2526 {
2527         int i;
2528         entity_render_t *ent;
2529
2530         if (!r_drawentities.integer)
2531                 return;
2532
2533         for (i = 0;i < r_refdef.scene.numentities;i++)
2534         {
2535                 if (!r_refdef.viewcache.entityvisible[i])
2536                         continue;
2537                 ent = r_refdef.scene.entities[i];
2538                 r_refdef.stats.entities++;
2539                 if (ent->model && ent->model->Draw != NULL)
2540                         ent->model->Draw(ent);
2541                 else
2542                         R_DrawNoModel(ent);
2543         }
2544 }
2545
2546 static void R_DrawModelsDepth(void)
2547 {
2548         int i;
2549         entity_render_t *ent;
2550
2551         if (!r_drawentities.integer)
2552                 return;
2553
2554         for (i = 0;i < r_refdef.scene.numentities;i++)
2555         {
2556                 if (!r_refdef.viewcache.entityvisible[i])
2557                         continue;
2558                 ent = r_refdef.scene.entities[i];
2559                 if (ent->model && ent->model->DrawDepth != NULL)
2560                         ent->model->DrawDepth(ent);
2561         }
2562 }
2563
2564 static void R_DrawModelsDebug(void)
2565 {
2566         int i;
2567         entity_render_t *ent;
2568
2569         if (!r_drawentities.integer)
2570                 return;
2571
2572         for (i = 0;i < r_refdef.scene.numentities;i++)
2573         {
2574                 if (!r_refdef.viewcache.entityvisible[i])
2575                         continue;
2576                 ent = r_refdef.scene.entities[i];
2577                 if (ent->model && ent->model->DrawDebug != NULL)
2578                         ent->model->DrawDebug(ent);
2579         }
2580 }
2581
2582 static void R_DrawModelsAddWaterPlanes(void)
2583 {
2584         int i;
2585         entity_render_t *ent;
2586
2587         if (!r_drawentities.integer)
2588                 return;
2589
2590         for (i = 0;i < r_refdef.scene.numentities;i++)
2591         {
2592                 if (!r_refdef.viewcache.entityvisible[i])
2593                         continue;
2594                 ent = r_refdef.scene.entities[i];
2595                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2596                         ent->model->DrawAddWaterPlanes(ent);
2597         }
2598 }
2599
2600 static void R_View_SetFrustum(void)
2601 {
2602         int i;
2603         double slopex, slopey;
2604         vec3_t forward, left, up, origin;
2605
2606         // we can't trust r_refdef.view.forward and friends in reflected scenes
2607         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2608
2609 #if 0
2610         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2611         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2612         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2613         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2614         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2615         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2616         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2617         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2618         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2619         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2620         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2621         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2622 #endif
2623
2624 #if 0
2625         zNear = r_refdef.nearclip;
2626         nudge = 1.0 - 1.0 / (1<<23);
2627         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2628         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2629         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2630         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2631         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2632         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2633         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2634         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2635 #endif
2636
2637
2638
2639 #if 0
2640         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2641         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2642         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2643         r_refdef.view.frustum[0].dist = m[15] - m[12];
2644
2645         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2646         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2647         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2648         r_refdef.view.frustum[1].dist = m[15] + m[12];
2649
2650         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2651         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2652         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2653         r_refdef.view.frustum[2].dist = m[15] - m[13];
2654
2655         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2656         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2657         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2658         r_refdef.view.frustum[3].dist = m[15] + m[13];
2659
2660         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2661         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2662         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2663         r_refdef.view.frustum[4].dist = m[15] - m[14];
2664
2665         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2666         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2667         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2668         r_refdef.view.frustum[5].dist = m[15] + m[14];
2669 #endif
2670
2671         if (r_refdef.view.useperspective)
2672         {
2673                 slopex = 1.0 / r_refdef.view.frustum_x;
2674                 slopey = 1.0 / r_refdef.view.frustum_y;
2675                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2676                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2677                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2678                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2679                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2680
2681                 // Leaving those out was a mistake, those were in the old code, and they
2682                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2683                 // I couldn't reproduce it after adding those normalizations. --blub
2684                 VectorNormalize(r_refdef.view.frustum[0].normal);
2685                 VectorNormalize(r_refdef.view.frustum[1].normal);
2686                 VectorNormalize(r_refdef.view.frustum[2].normal);
2687                 VectorNormalize(r_refdef.view.frustum[3].normal);
2688
2689                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2690                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2691                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2692                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2693                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2694
2695                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2696                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2697                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2698                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2699                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2700         }
2701         else
2702         {
2703                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2704                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2705                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2706                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2707                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2708                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2709                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2710                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2711                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2712                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2713         }
2714         r_refdef.view.numfrustumplanes = 5;
2715
2716         if (r_refdef.view.useclipplane)
2717         {
2718                 r_refdef.view.numfrustumplanes = 6;
2719                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2720         }
2721
2722         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2723                 PlaneClassify(r_refdef.view.frustum + i);
2724
2725         // LordHavoc: note to all quake engine coders, Quake had a special case
2726         // for 90 degrees which assumed a square view (wrong), so I removed it,
2727         // Quake2 has it disabled as well.
2728
2729         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2730         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2731         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2732         //PlaneClassify(&frustum[0]);
2733
2734         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2735         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2736         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2737         //PlaneClassify(&frustum[1]);
2738
2739         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2740         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2741         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2742         //PlaneClassify(&frustum[2]);
2743
2744         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2745         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2746         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2747         //PlaneClassify(&frustum[3]);
2748
2749         // nearclip plane
2750         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2751         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2752         //PlaneClassify(&frustum[4]);
2753 }
2754
2755 void R_View_Update(void)
2756 {
2757         R_View_SetFrustum();
2758         R_View_WorldVisibility(r_refdef.view.useclipplane);
2759         R_View_UpdateEntityVisible();
2760 }
2761
2762 void R_SetupView(qboolean allowwaterclippingplane)
2763 {
2764         if (!r_refdef.view.useperspective)
2765                 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);
2766         else if (r_refdef.scene.rtworldshadows || r_refdef.scene.rtdlightshadows)
2767                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2768         else
2769                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2770
2771         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2772
2773         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2774         {
2775                 // LordHavoc: couldn't figure out how to make this approach the
2776                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2777                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2778                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2779                         dist = r_refdef.view.clipplane.dist;
2780                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2781         }
2782 }
2783
2784 void R_ResetViewRendering2D(void)
2785 {
2786         DrawQ_Finish();
2787
2788         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2789         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2790         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2791         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2792         GL_Color(1, 1, 1, 1);
2793         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2794         GL_BlendFunc(GL_ONE, GL_ZERO);
2795         GL_AlphaTest(false);
2796         GL_ScissorTest(false);
2797         GL_DepthMask(false);
2798         GL_DepthRange(0, 1);
2799         GL_DepthTest(false);
2800         R_Mesh_Matrix(&identitymatrix);
2801         R_Mesh_ResetTextureState();
2802         GL_PolygonOffset(0, 0);
2803         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2804         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2805         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2806         qglStencilMask(~0);CHECKGLERROR
2807         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2808         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2809         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2810         R_SetupGenericShader(true);
2811 }
2812
2813 void R_ResetViewRendering3D(void)
2814 {
2815         DrawQ_Finish();
2816
2817         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2818         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2819         R_SetupView(true);
2820         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2821         GL_Color(1, 1, 1, 1);
2822         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2823         GL_BlendFunc(GL_ONE, GL_ZERO);
2824         GL_AlphaTest(false);
2825         GL_ScissorTest(true);
2826         GL_DepthMask(true);
2827         GL_DepthRange(0, 1);
2828         GL_DepthTest(true);
2829         R_Mesh_Matrix(&identitymatrix);
2830         R_Mesh_ResetTextureState();
2831         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2832         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2833         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2834         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2835         qglStencilMask(~0);CHECKGLERROR
2836         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2837         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2838         GL_CullFace(r_refdef.view.cullface_back);
2839         R_SetupGenericShader(true);
2840 }
2841
2842 void R_RenderScene(qboolean addwaterplanes);
2843
2844 static void R_Water_StartFrame(void)
2845 {
2846         int i;
2847         int waterwidth, waterheight, texturewidth, textureheight;
2848         r_waterstate_waterplane_t *p;
2849
2850         // set waterwidth and waterheight to the water resolution that will be
2851         // used (often less than the screen resolution for faster rendering)
2852         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2853         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2854
2855         // calculate desired texture sizes
2856         // can't use water if the card does not support the texture size
2857         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2858                 texturewidth = textureheight = waterwidth = waterheight = 0;
2859         else if (gl_support_arb_texture_non_power_of_two)
2860         {
2861                 texturewidth = waterwidth;
2862                 textureheight = waterheight;
2863         }
2864         else
2865         {
2866                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2867                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2868         }
2869
2870         // allocate textures as needed
2871         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2872         {
2873                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2874                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2875                 {
2876                         if (p->texture_refraction)
2877                                 R_FreeTexture(p->texture_refraction);
2878                         p->texture_refraction = NULL;
2879                         if (p->texture_reflection)
2880                                 R_FreeTexture(p->texture_reflection);
2881                         p->texture_reflection = NULL;
2882                 }
2883                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2884                 r_waterstate.waterwidth = waterwidth;
2885                 r_waterstate.waterheight = waterheight;
2886                 r_waterstate.texturewidth = texturewidth;
2887                 r_waterstate.textureheight = textureheight;
2888         }
2889
2890         if (r_waterstate.waterwidth)
2891         {
2892                 r_waterstate.enabled = true;
2893
2894                 // set up variables that will be used in shader setup
2895                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2896                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2897                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2898                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2899         }
2900
2901         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2902         r_waterstate.numwaterplanes = 0;
2903 }
2904
2905 static void R_Water_AddWaterPlane(msurface_t *surface)
2906 {
2907         int triangleindex, planeindex;
2908         const int *e;
2909         vec3_t vert[3];
2910         vec3_t normal;
2911         vec3_t center;
2912         mplane_t plane;
2913         r_waterstate_waterplane_t *p;
2914         // just use the first triangle with a valid normal for any decisions
2915         VectorClear(normal);
2916         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2917         {
2918                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2919                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2920                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2921                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2922                 if (VectorLength2(normal) >= 0.001)
2923                         break;
2924         }
2925
2926         VectorCopy(normal, plane.normal);
2927         VectorNormalize(plane.normal);
2928         plane.dist = DotProduct(vert[0], plane.normal);
2929         PlaneClassify(&plane);
2930         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2931         {
2932                 // skip backfaces (except if nocullface is set)
2933                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2934                         return;
2935                 VectorNegate(plane.normal, plane.normal);
2936                 plane.dist *= -1;
2937                 PlaneClassify(&plane);
2938         }
2939
2940
2941         // find a matching plane if there is one
2942         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2943                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2944                         break;
2945         if (planeindex >= r_waterstate.maxwaterplanes)
2946                 return; // nothing we can do, out of planes
2947
2948         // if this triangle does not fit any known plane rendered this frame, add one
2949         if (planeindex >= r_waterstate.numwaterplanes)
2950         {
2951                 // store the new plane
2952                 r_waterstate.numwaterplanes++;
2953                 p->plane = plane;
2954                 // clear materialflags and pvs
2955                 p->materialflags = 0;
2956                 p->pvsvalid = false;
2957         }
2958         // merge this surface's materialflags into the waterplane
2959         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2960         // merge this surface's PVS into the waterplane
2961         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2962         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2963          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2964         {
2965                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2966                 p->pvsvalid = true;
2967         }
2968 }
2969
2970 static void R_Water_ProcessPlanes(void)
2971 {
2972         r_refdef_view_t originalview;
2973         int planeindex;
2974         r_waterstate_waterplane_t *p;
2975
2976         originalview = r_refdef.view;
2977
2978         // make sure enough textures are allocated
2979         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2980         {
2981                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2982                 {
2983                         if (!p->texture_refraction)
2984                                 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);
2985                         if (!p->texture_refraction)
2986                                 goto error;
2987                 }
2988
2989                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2990                 {
2991                         if (!p->texture_reflection)
2992                                 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);
2993                         if (!p->texture_reflection)
2994                                 goto error;
2995                 }
2996         }
2997
2998         // render views
2999         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3000         {
3001                 r_refdef.view.showdebug = false;
3002                 r_refdef.view.width = r_waterstate.waterwidth;
3003                 r_refdef.view.height = r_waterstate.waterheight;
3004                 r_refdef.view.useclipplane = true;
3005                 r_waterstate.renderingscene = true;
3006
3007                 // render the normal view scene and copy into texture
3008                 // (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)
3009                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3010                 {
3011                         r_refdef.view.clipplane = p->plane;
3012                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3013                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3014                         PlaneClassify(&r_refdef.view.clipplane);
3015
3016                         R_RenderScene(false);
3017
3018                         // copy view into the screen texture
3019                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3020                         GL_ActiveTexture(0);
3021                         CHECKGLERROR
3022                         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
3023                 }
3024
3025                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3026                 {
3027                         // render reflected scene and copy into texture
3028                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3029                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3030                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3031                         r_refdef.view.clipplane = p->plane;
3032                         // reverse the cullface settings for this render
3033                         r_refdef.view.cullface_front = GL_FRONT;
3034                         r_refdef.view.cullface_back = GL_BACK;
3035                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3036                         {
3037                                 r_refdef.view.usecustompvs = true;
3038                                 if (p->pvsvalid)
3039                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3040                                 else
3041                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3042                         }
3043
3044                         R_ResetViewRendering3D();
3045                         R_ClearScreen(r_refdef.fogenabled);
3046                         if (r_timereport_active)
3047                                 R_TimeReport("viewclear");
3048
3049                         R_RenderScene(false);
3050
3051                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3052                         GL_ActiveTexture(0);
3053                         CHECKGLERROR
3054                         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
3055
3056                         R_ResetViewRendering3D();
3057                         R_ClearScreen(r_refdef.fogenabled);
3058                         if (r_timereport_active)
3059                                 R_TimeReport("viewclear");
3060                 }
3061
3062                 r_refdef.view = originalview;
3063                 r_refdef.view.clear = true;
3064                 r_waterstate.renderingscene = false;
3065         }
3066         return;
3067 error:
3068         r_refdef.view = originalview;
3069         r_waterstate.renderingscene = false;
3070         Cvar_SetValueQuick(&r_water, 0);
3071         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3072         return;
3073 }
3074
3075 void R_Bloom_StartFrame(void)
3076 {
3077         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3078
3079         // set bloomwidth and bloomheight to the bloom resolution that will be
3080         // used (often less than the screen resolution for faster rendering)
3081         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3082         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3083         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3084         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3085         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3086
3087         // calculate desired texture sizes
3088         if (gl_support_arb_texture_non_power_of_two)
3089         {
3090                 screentexturewidth = r_refdef.view.width;
3091                 screentextureheight = r_refdef.view.height;
3092                 bloomtexturewidth = r_bloomstate.bloomwidth;
3093                 bloomtextureheight = r_bloomstate.bloomheight;
3094         }
3095         else
3096         {
3097                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3098                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3099                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3100                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3101         }
3102
3103         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))
3104         {
3105                 Cvar_SetValueQuick(&r_hdr, 0);
3106                 Cvar_SetValueQuick(&r_bloom, 0);
3107         }
3108
3109         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3110                 screentexturewidth = screentextureheight = 0;
3111         if (!r_hdr.integer && !r_bloom.integer)
3112                 bloomtexturewidth = bloomtextureheight = 0;
3113
3114         // allocate textures as needed
3115         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3116         {
3117                 if (r_bloomstate.texture_screen)
3118                         R_FreeTexture(r_bloomstate.texture_screen);
3119                 r_bloomstate.texture_screen = NULL;
3120                 r_bloomstate.screentexturewidth = screentexturewidth;
3121                 r_bloomstate.screentextureheight = screentextureheight;
3122                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3123                         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);
3124         }
3125         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3126         {
3127                 if (r_bloomstate.texture_bloom)
3128                         R_FreeTexture(r_bloomstate.texture_bloom);
3129                 r_bloomstate.texture_bloom = NULL;
3130                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3131                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3132                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3133                         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);
3134         }
3135
3136         // set up a texcoord array for the full resolution screen image
3137         // (we have to keep this around to copy back during final render)
3138         r_bloomstate.screentexcoord2f[0] = 0;
3139         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3140         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3141         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3142         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3143         r_bloomstate.screentexcoord2f[5] = 0;
3144         r_bloomstate.screentexcoord2f[6] = 0;
3145         r_bloomstate.screentexcoord2f[7] = 0;
3146
3147         // set up a texcoord array for the reduced resolution bloom image
3148         // (which will be additive blended over the screen image)
3149         r_bloomstate.bloomtexcoord2f[0] = 0;
3150         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3151         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3152         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3153         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3154         r_bloomstate.bloomtexcoord2f[5] = 0;
3155         r_bloomstate.bloomtexcoord2f[6] = 0;
3156         r_bloomstate.bloomtexcoord2f[7] = 0;
3157
3158         if (r_hdr.integer || r_bloom.integer)
3159         {
3160                 r_bloomstate.enabled = true;
3161                 r_bloomstate.hdr = r_hdr.integer != 0;
3162         }
3163 }
3164
3165 void R_Bloom_CopyBloomTexture(float colorscale)
3166 {
3167         r_refdef.stats.bloom++;
3168
3169         // scale down screen texture to the bloom texture size
3170         CHECKGLERROR
3171         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3172         GL_BlendFunc(GL_ONE, GL_ZERO);
3173         GL_Color(colorscale, colorscale, colorscale, 1);
3174         // TODO: optimize with multitexture or GLSL
3175         R_SetupGenericShader(true);
3176         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3177         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3178         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3179         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3180
3181         // we now have a bloom image in the framebuffer
3182         // copy it into the bloom image texture for later processing
3183         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184         GL_ActiveTexture(0);
3185         CHECKGLERROR
3186         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
3187         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3188 }
3189
3190 void R_Bloom_CopyHDRTexture(void)
3191 {
3192         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193         GL_ActiveTexture(0);
3194         CHECKGLERROR
3195         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
3196         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3197 }
3198
3199 void R_Bloom_MakeTexture(void)
3200 {
3201         int x, range, dir;
3202         float xoffset, yoffset, r, brighten;
3203
3204         r_refdef.stats.bloom++;
3205
3206         R_ResetViewRendering2D();
3207         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208         R_Mesh_ColorPointer(NULL, 0, 0);
3209         R_SetupGenericShader(true);
3210
3211         // we have a bloom image in the framebuffer
3212         CHECKGLERROR
3213         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3214
3215         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3216         {
3217                 x *= 2;
3218                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3219                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3220                 GL_Color(r, r, r, 1);
3221                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3222                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3223                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3224                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3225
3226                 // copy the vertically blurred bloom view to a texture
3227                 GL_ActiveTexture(0);
3228                 CHECKGLERROR
3229                 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
3230                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3231         }
3232
3233         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3234         brighten = r_bloom_brighten.value;
3235         if (r_hdr.integer)
3236                 brighten *= r_hdr_range.value;
3237         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3238         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3239
3240         for (dir = 0;dir < 2;dir++)
3241         {
3242                 // blend on at multiple vertical offsets to achieve a vertical blur
3243                 // TODO: do offset blends using GLSL
3244                 GL_BlendFunc(GL_ONE, GL_ZERO);
3245                 for (x = -range;x <= range;x++)
3246                 {
3247                         if (!dir){xoffset = 0;yoffset = x;}
3248                         else {xoffset = x;yoffset = 0;}
3249                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3250                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3251                         // compute a texcoord array with the specified x and y offset
3252                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3253                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3254                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3255                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3256                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3257                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3258                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3259                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3260                         // this r value looks like a 'dot' particle, fading sharply to
3261                         // black at the edges
3262                         // (probably not realistic but looks good enough)
3263                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3264                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3265                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3266                         GL_Color(r, r, r, 1);
3267                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3268                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3269                         GL_BlendFunc(GL_ONE, GL_ONE);
3270                 }
3271
3272                 // copy the vertically blurred bloom view to a texture
3273                 GL_ActiveTexture(0);
3274                 CHECKGLERROR
3275                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3276                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3277         }
3278
3279         // apply subtract last
3280         // (just like it would be in a GLSL shader)
3281         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3282         {
3283                 GL_BlendFunc(GL_ONE, GL_ZERO);
3284                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3285                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3286                 GL_Color(1, 1, 1, 1);
3287                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289
3290                 GL_BlendFunc(GL_ONE, GL_ONE);
3291                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3292                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3293                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3294                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3295                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3296                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3298
3299                 // copy the darkened bloom view to a texture
3300                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3301                 GL_ActiveTexture(0);
3302                 CHECKGLERROR
3303                 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
3304                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3305         }
3306 }
3307
3308 void R_HDR_RenderBloomTexture(void)
3309 {
3310         int oldwidth, oldheight;
3311         float oldcolorscale;
3312
3313         oldcolorscale = r_refdef.view.colorscale;
3314         oldwidth = r_refdef.view.width;
3315         oldheight = r_refdef.view.height;
3316         r_refdef.view.width = r_bloomstate.bloomwidth;
3317         r_refdef.view.height = r_bloomstate.bloomheight;
3318
3319         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3320         // TODO: add exposure compensation features
3321         // TODO: add fp16 framebuffer support
3322
3323         r_refdef.view.showdebug = false;
3324         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3325
3326         R_ClearScreen(r_refdef.fogenabled);
3327         if (r_timereport_active)
3328                 R_TimeReport("HDRclear");
3329
3330         r_waterstate.numwaterplanes = 0;
3331         R_RenderScene(r_waterstate.enabled);
3332         r_refdef.view.showdebug = true;
3333
3334         R_ResetViewRendering2D();
3335
3336         R_Bloom_CopyHDRTexture();
3337         R_Bloom_MakeTexture();
3338
3339         // restore the view settings
3340         r_refdef.view.width = oldwidth;
3341         r_refdef.view.height = oldheight;
3342         r_refdef.view.colorscale = oldcolorscale;
3343
3344         R_ResetViewRendering3D();
3345
3346         R_ClearScreen(r_refdef.fogenabled);
3347         if (r_timereport_active)
3348                 R_TimeReport("viewclear");
3349 }
3350
3351 static void R_BlendView(void)
3352 {
3353         if (r_bloomstate.texture_screen)
3354         {
3355                 // copy view into the screen texture
3356                 R_ResetViewRendering2D();
3357                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3358                 R_Mesh_ColorPointer(NULL, 0, 0);
3359                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3360                 GL_ActiveTexture(0);CHECKGLERROR
3361                 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
3362                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3363         }
3364
3365         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3366         {
3367                 unsigned int permutation =
3368                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3369                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3370                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3371                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3372
3373                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3374                 {
3375                         // render simple bloom effect
3376                         // copy the screen and shrink it and darken it for the bloom process
3377                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3378                         // make the bloom texture
3379                         R_Bloom_MakeTexture();
3380                 }
3381
3382                 R_ResetViewRendering2D();
3383                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3384                 R_Mesh_ColorPointer(NULL, 0, 0);
3385                 GL_Color(1, 1, 1, 1);
3386                 GL_BlendFunc(GL_ONE, GL_ZERO);
3387                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3388                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3389                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3390                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3391                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3392                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3393                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3394                 if (r_glsl_permutation->loc_TintColor >= 0)
3395                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3396                 if (r_glsl_permutation->loc_ClientTime >= 0)
3397                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3398                 if (r_glsl_permutation->loc_PixelSize >= 0)
3399                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3400                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3401                 {
3402                         float a=0, b=0, c=0, d=0;
3403                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3404                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3405                 }
3406                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3407                 {
3408                         float a=0, b=0, c=0, d=0;
3409                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3410                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3411                 }
3412                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3413                 {
3414                         float a=0, b=0, c=0, d=0;
3415                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3416                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3417                 }
3418                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3419                 {
3420                         float a=0, b=0, c=0, d=0;
3421                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3422                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3423                 }
3424                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3425                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3426                 return;
3427         }
3428
3429
3430
3431         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3432         {
3433                 // render high dynamic range bloom effect
3434                 // the bloom texture was made earlier this render, so we just need to
3435                 // blend it onto the screen...
3436                 R_ResetViewRendering2D();
3437                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3438                 R_Mesh_ColorPointer(NULL, 0, 0);
3439                 R_SetupGenericShader(true);
3440                 GL_Color(1, 1, 1, 1);
3441                 GL_BlendFunc(GL_ONE, GL_ONE);
3442                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3446         }
3447         else if (r_bloomstate.texture_bloom)
3448         {
3449                 // render simple bloom effect
3450                 // copy the screen and shrink it and darken it for the bloom process
3451                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3452                 // make the bloom texture
3453                 R_Bloom_MakeTexture();
3454                 // put the original screen image back in place and blend the bloom
3455                 // texture on it
3456                 R_ResetViewRendering2D();
3457                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458                 R_Mesh_ColorPointer(NULL, 0, 0);
3459                 GL_Color(1, 1, 1, 1);
3460                 GL_BlendFunc(GL_ONE, GL_ZERO);
3461                 // do both in one pass if possible
3462                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3465                 {
3466                         R_SetupGenericTwoTextureShader(GL_ADD);
3467                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3468                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3469                 }
3470                 else
3471                 {
3472                         R_SetupGenericShader(true);
3473                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3474                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3475                         // now blend on the bloom texture
3476                         GL_BlendFunc(GL_ONE, GL_ONE);
3477                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3478                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3479                 }
3480                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3482         }
3483         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3484         {
3485                 // apply a color tint to the whole view
3486                 R_ResetViewRendering2D();
3487                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3488                 R_Mesh_ColorPointer(NULL, 0, 0);
3489                 R_SetupGenericShader(false);
3490                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3491                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3492                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3493         }
3494 }
3495
3496 void R_RenderScene(qboolean addwaterplanes);
3497
3498 matrix4x4_t r_waterscrollmatrix;
3499
3500 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3501 {
3502         if (r_refdef.fog_density)
3503         {
3504                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3505                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3506                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3507
3508                 {
3509                         vec3_t fogvec;
3510                         VectorCopy(r_refdef.fogcolor, fogvec);
3511                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3512                         {
3513                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3514                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3515                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3516                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3517                         }
3518                         //   color.rgb *= ContrastBoost * SceneBrightness;
3519                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3520                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3521                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3522                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3523                 }
3524         }
3525 }
3526
3527 void R_UpdateVariables(void)
3528 {
3529         R_Textures_Frame();
3530
3531         r_refdef.scene.ambient = r_ambient.value;
3532
3533         r_refdef.farclip = 4096;
3534         if (r_refdef.scene.worldmodel)
3535                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3536         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3537
3538         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3539                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3540         r_refdef.polygonfactor = 0;
3541         r_refdef.polygonoffset = 0;
3542         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3543         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3544
3545         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3546         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3547         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3548         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3549         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3550         if (r_showsurfaces.integer)
3551         {
3552                 r_refdef.scene.rtworld = false;
3553                 r_refdef.scene.rtworldshadows = false;
3554                 r_refdef.scene.rtdlight = false;
3555                 r_refdef.scene.rtdlightshadows = false;
3556                 r_refdef.lightmapintensity = 0;
3557         }
3558
3559         if (gamemode == GAME_NEHAHRA)
3560         {
3561                 if (gl_fogenable.integer)
3562                 {
3563                         r_refdef.oldgl_fogenable = true;
3564                         r_refdef.fog_density = gl_fogdensity.value;
3565                         r_refdef.fog_red = gl_fogred.value;
3566                         r_refdef.fog_green = gl_foggreen.value;
3567                         r_refdef.fog_blue = gl_fogblue.value;
3568                         r_refdef.fog_alpha = 1;
3569                         r_refdef.fog_start = 0;
3570                         r_refdef.fog_end = gl_skyclip.value;
3571                 }
3572                 else if (r_refdef.oldgl_fogenable)
3573                 {
3574                         r_refdef.oldgl_fogenable = false;
3575                         r_refdef.fog_density = 0;
3576                         r_refdef.fog_red = 0;
3577                         r_refdef.fog_green = 0;
3578                         r_refdef.fog_blue = 0;
3579                         r_refdef.fog_alpha = 0;
3580                         r_refdef.fog_start = 0;
3581                         r_refdef.fog_end = 0;
3582                 }
3583         }
3584
3585         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3586         r_refdef.fog_start = max(0, r_refdef.fog_start);
3587         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3588
3589         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3590
3591         if (r_refdef.fog_density)
3592         {
3593                 r_refdef.fogenabled = true;
3594                 // this is the point where the fog reaches 0.9986 alpha, which we
3595                 // consider a good enough cutoff point for the texture
3596                 // (0.9986 * 256 == 255.6)
3597                 if (r_fog_exp2.integer)
3598                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3599                 else
3600                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3601                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3602                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3603                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3604                 // fog color was already set
3605                 // update the fog texture
3606                 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)
3607                         R_BuildFogTexture();
3608         }
3609         else
3610                 r_refdef.fogenabled = false;
3611
3612         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3613         {
3614                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3615                 {
3616                         // build GLSL gamma texture
3617 #define RAMPWIDTH 256
3618                         unsigned short ramp[RAMPWIDTH * 3];
3619                         unsigned char ramprgb[RAMPWIDTH][4];
3620                         int i;
3621
3622                         r_texture_gammaramps_serial = vid_gammatables_serial;
3623
3624                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3625                         for(i = 0; i < RAMPWIDTH; ++i)
3626                         {
3627                                 ramprgb[i][0] = ramp[i] >> 8;
3628                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3629                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3630                                 ramprgb[i][3] = 0;
3631                         }
3632                         if (r_texture_gammaramps)
3633                         {
3634                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3635                         }
3636                         else
3637                         {
3638                                 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);
3639                         }
3640                 }
3641         }
3642         else
3643         {
3644                 // remove GLSL gamma texture
3645         }
3646 }
3647
3648 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3649 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3650 /*
3651 ================
3652 R_SelectScene
3653 ================
3654 */
3655 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3656         if( scenetype != r_currentscenetype ) {
3657                 // store the old scenetype
3658                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3659                 r_currentscenetype = scenetype;
3660                 // move in the new scene
3661                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3662         }
3663 }
3664
3665 /*
3666 ================
3667 R_GetScenePointer
3668 ================
3669 */
3670 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3671 {
3672         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3673         if( scenetype == r_currentscenetype ) {
3674                 return &r_refdef.scene;
3675         } else {
3676                 return &r_scenes_store[ scenetype ];
3677         }
3678 }
3679
3680 /*
3681 ================
3682 R_RenderView
3683 ================
3684 */
3685 void R_RenderView(void)
3686 {
3687         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3688                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3689
3690         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3691
3692         // break apart the view matrix into vectors for various purposes
3693         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3694         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3695         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3696         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3697         // make an inverted copy of the view matrix for tracking sprites
3698         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3699
3700         R_Shadow_UpdateWorldLightSelection();
3701
3702         R_Bloom_StartFrame();
3703         R_Water_StartFrame();
3704
3705         CHECKGLERROR
3706         if (r_timereport_active)
3707                 R_TimeReport("viewsetup");
3708
3709         R_ResetViewRendering3D();
3710
3711         if (r_refdef.view.clear || r_refdef.fogenabled)
3712         {
3713                 R_ClearScreen(r_refdef.fogenabled);
3714                 if (r_timereport_active)
3715                         R_TimeReport("viewclear");
3716         } else {
3717                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3718                 GL_Clear( GL_DEPTH_BUFFER_BIT );
3719                 R_TimeReport("depthclear");
3720         }
3721         r_refdef.view.clear = true;
3722
3723         r_refdef.view.showdebug = true;
3724
3725         // this produces a bloom texture to be used in R_BlendView() later
3726         if (r_hdr.integer)
3727                 R_HDR_RenderBloomTexture();
3728
3729         r_waterstate.numwaterplanes = 0;
3730         R_RenderScene(r_waterstate.enabled);
3731
3732         R_BlendView();
3733         if (r_timereport_active)
3734                 R_TimeReport("blendview");
3735
3736         GL_Scissor(0, 0, vid.width, vid.height);
3737         GL_ScissorTest(false);
3738         CHECKGLERROR
3739 }
3740
3741 extern void R_DrawLightningBeams (void);
3742 extern void VM_CL_AddPolygonsToMeshQueue (void);
3743 extern void R_DrawPortals (void);
3744 extern cvar_t cl_locs_show;
3745 static void R_DrawLocs(void);
3746 static void R_DrawEntityBBoxes(void);
3747 void R_RenderScene(qboolean addwaterplanes)
3748 {
3749         r_refdef.stats.renders++;
3750
3751         R_UpdateFogColor();
3752
3753         if (addwaterplanes)
3754         {
3755                 R_ResetViewRendering3D();
3756
3757                 R_View_Update();
3758                 if (r_timereport_active)
3759                         R_TimeReport("watervis");
3760
3761                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3762                 {
3763                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3764                         if (r_timereport_active)
3765                                 R_TimeReport("waterworld");
3766                 }
3767
3768                 // don't let sound skip if going slow
3769                 if (r_refdef.scene.extraupdate)
3770                         S_ExtraUpdate ();
3771
3772                 R_DrawModelsAddWaterPlanes();
3773                 if (r_timereport_active)
3774                         R_TimeReport("watermodels");
3775
3776                 R_Water_ProcessPlanes();
3777                 if (r_timereport_active)
3778                         R_TimeReport("waterscenes");
3779         }
3780
3781         R_ResetViewRendering3D();
3782
3783         // don't let sound skip if going slow
3784         if (r_refdef.scene.extraupdate)
3785                 S_ExtraUpdate ();
3786
3787         R_MeshQueue_BeginScene();
3788
3789         R_SkyStartFrame();
3790
3791         R_View_Update();
3792         if (r_timereport_active)
3793                 R_TimeReport("visibility");
3794
3795         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);
3796
3797         if (cl.csqc_vidvars.drawworld)
3798         {
3799                 // don't let sound skip if going slow
3800                 if (r_refdef.scene.extraupdate)
3801                         S_ExtraUpdate ();
3802
3803                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3804                 {
3805                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3806                         if (r_timereport_active)
3807                                 R_TimeReport("worldsky");
3808                 }
3809
3810                 if (R_DrawBrushModelsSky() && r_timereport_active)
3811                         R_TimeReport("bmodelsky");
3812         }
3813
3814         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3815         {
3816                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3817                 if (r_timereport_active)
3818                         R_TimeReport("worlddepth");
3819         }
3820         if (r_depthfirst.integer >= 2)
3821         {
3822                 R_DrawModelsDepth();
3823                 if (r_timereport_active)
3824                         R_TimeReport("modeldepth");
3825         }
3826
3827         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3828         {
3829                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3830                 if (r_timereport_active)
3831                         R_TimeReport("world");
3832         }
3833
3834         // don't let sound skip if going slow
3835         if (r_refdef.scene.extraupdate)
3836                 S_ExtraUpdate ();
3837
3838         R_DrawModels();
3839         if (r_timereport_active)
3840                 R_TimeReport("models");
3841
3842         // don't let sound skip if going slow
3843         if (r_refdef.scene.extraupdate)
3844                 S_ExtraUpdate ();
3845
3846         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3847         {
3848                 R_DrawModelShadows();
3849
3850                 R_ResetViewRendering3D();
3851
3852                 // don't let sound skip if going slow
3853                 if (r_refdef.scene.extraupdate)
3854                         S_ExtraUpdate ();
3855         }
3856
3857         R_ShadowVolumeLighting(false);
3858         if (r_timereport_active)
3859                 R_TimeReport("rtlights");
3860
3861         // don't let sound skip if going slow
3862         if (r_refdef.scene.extraupdate)
3863                 S_ExtraUpdate ();
3864
3865         if (cl.csqc_vidvars.drawworld)
3866         {
3867                 R_DrawLightningBeams();
3868                 if (r_timereport_active)
3869                         R_TimeReport("lightning");
3870
3871                 R_DrawDecals();
3872                 if (r_timereport_active)
3873                         R_TimeReport("decals");
3874
3875                 R_DrawParticles();
3876                 if (r_timereport_active)
3877                         R_TimeReport("particles");
3878
3879                 R_DrawExplosions();
3880                 if (r_timereport_active)
3881                         R_TimeReport("explosions");
3882         }
3883
3884         R_SetupGenericShader(true);
3885         VM_CL_AddPolygonsToMeshQueue();
3886
3887         if (r_refdef.view.showdebug)
3888         {
3889                 if (cl_locs_show.integer)
3890                 {
3891                         R_DrawLocs();
3892                         if (r_timereport_active)
3893                                 R_TimeReport("showlocs");
3894                 }
3895
3896                 if (r_drawportals.integer)
3897                 {
3898                         R_DrawPortals();
3899                         if (r_timereport_active)
3900                                 R_TimeReport("portals");
3901                 }
3902
3903                 if (r_showbboxes.value > 0)
3904                 {
3905                         R_DrawEntityBBoxes();
3906                         if (r_timereport_active)
3907                                 R_TimeReport("bboxes");
3908                 }
3909         }
3910
3911         R_SetupGenericShader(true);
3912         R_MeshQueue_RenderTransparent();
3913         if (r_timereport_active)
3914                 R_TimeReport("drawtrans");
3915
3916         R_SetupGenericShader(true);
3917
3918         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))
3919         {
3920                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3921                 if (r_timereport_active)
3922                         R_TimeReport("worlddebug");
3923                 R_DrawModelsDebug();
3924                 if (r_timereport_active)
3925                         R_TimeReport("modeldebug");
3926         }
3927
3928         R_SetupGenericShader(true);
3929
3930         if (cl.csqc_vidvars.drawworld)
3931         {
3932                 R_DrawCoronas();
3933                 if (r_timereport_active)
3934                         R_TimeReport("coronas");
3935         }
3936
3937         // don't let sound skip if going slow
3938         if (r_refdef.scene.extraupdate)
3939                 S_ExtraUpdate ();
3940
3941         R_ResetViewRendering2D();
3942 }
3943
3944 static const int bboxelements[36] =
3945 {
3946         5, 1, 3, 5, 3, 7,
3947         6, 2, 0, 6, 0, 4,
3948         7, 3, 2, 7, 2, 6,
3949         4, 0, 1, 4, 1, 5,
3950         4, 5, 7, 4, 7, 6,
3951         1, 0, 2, 1, 2, 3,
3952 };
3953
3954 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3955 {
3956         int i;
3957         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3958         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3959         GL_DepthMask(false);
3960         GL_DepthRange(0, 1);
3961         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3962         R_Mesh_Matrix(&identitymatrix);
3963         R_Mesh_ResetTextureState();
3964
3965         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3966         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3967         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3968         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3969         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3970         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3971         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3972         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3973         R_FillColors(color4f, 8, cr, cg, cb, ca);
3974         if (r_refdef.fogenabled)
3975         {
3976                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3977                 {
3978                         f1 = FogPoint_World(v);
3979                         f2 = 1 - f1;
3980                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3981                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3982                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3983                 }
3984         }
3985         R_Mesh_VertexPointer(vertex3f, 0, 0);
3986         R_Mesh_ColorPointer(color4f, 0, 0);
3987         R_Mesh_ResetTextureState();
3988         R_SetupGenericShader(false);
3989         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3990 }
3991
3992 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3993 {
3994         int i;
3995         float color[4];
3996         prvm_edict_t *edict;
3997         // this function draws bounding boxes of server entities
3998         if (!sv.active)
3999                 return;
4000         GL_CullFace(GL_NONE);
4001         R_SetupGenericShader(false);
4002         SV_VM_Begin();
4003         for (i = 0;i < numsurfaces;i++)
4004         {
4005                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4006                 switch ((int)edict->fields.server->solid)
4007                 {
4008                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4009                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4010                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4011                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4012                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4013                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4014                 }
4015                 color[3] *= r_showbboxes.value;
4016                 color[3] = bound(0, color[3], 1);
4017                 GL_DepthTest(!r_showdisabledepthtest.integer);
4018                 GL_CullFace(r_refdef.view.cullface_front);
4019                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4020         }
4021         SV_VM_End();
4022 }
4023
4024 static void R_DrawEntityBBoxes(void)
4025 {
4026         int i;
4027         prvm_edict_t *edict;
4028         vec3_t center;
4029         // this function draws bounding boxes of server entities
4030         if (!sv.active)
4031                 return;
4032         SV_VM_Begin();
4033         for (i = 0;i < prog->num_edicts;i++)
4034         {
4035                 edict = PRVM_EDICT_NUM(i);
4036                 if (edict->priv.server->free)
4037                         continue;
4038                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4039                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4040         }
4041         SV_VM_End();
4042 }
4043
4044 int nomodelelements[24] =
4045 {
4046         5, 2, 0,
4047         5, 1, 2,
4048         5, 0, 3,
4049         5, 3, 1,
4050         0, 2, 4,
4051         2, 1, 4,
4052         3, 0, 4,
4053         1, 3, 4
4054 };
4055
4056 float nomodelvertex3f[6*3] =
4057 {
4058         -16,   0,   0,
4059          16,   0,   0,
4060           0, -16,   0,
4061           0,  16,   0,
4062           0,   0, -16,
4063           0,   0,  16
4064 };
4065
4066 float nomodelcolor4f[6*4] =
4067 {
4068         0.0f, 0.0f, 0.5f, 1.0f,
4069         0.0f, 0.0f, 0.5f, 1.0f,
4070         0.0f, 0.5f, 0.0f, 1.0f,
4071         0.0f, 0.5f, 0.0f, 1.0f,
4072         0.5f, 0.0f, 0.0f, 1.0f,
4073         0.5f, 0.0f, 0.0f, 1.0f
4074 };
4075
4076 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4077 {
4078         int i;
4079         float f1, f2, *c;
4080         float color4f[6*4];
4081         // this is only called once per entity so numsurfaces is always 1, and
4082         // surfacelist is always {0}, so this code does not handle batches
4083         R_Mesh_Matrix(&ent->matrix);
4084
4085         if (ent->flags & EF_ADDITIVE)
4086         {
4087                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4088                 GL_DepthMask(false);
4089         }
4090         else if (ent->alpha < 1)
4091         {
4092                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4093                 GL_DepthMask(false);
4094         }
4095         else
4096         {
4097                 GL_BlendFunc(GL_ONE, GL_ZERO);
4098                 GL_DepthMask(true);
4099         }
4100         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4101         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4102         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4103         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4104         R_SetupGenericShader(false);
4105         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4106         if (r_refdef.fogenabled)
4107         {
4108                 vec3_t org;
4109                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4110                 R_Mesh_ColorPointer(color4f, 0, 0);
4111                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4112                 f1 = FogPoint_World(org);
4113                 f2 = 1 - f1;
4114                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4115                 {
4116                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4117                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4118                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4119                         c[3] *= ent->alpha;
4120                 }
4121         }
4122         else if (ent->alpha != 1)
4123         {
4124                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4125                 R_Mesh_ColorPointer(color4f, 0, 0);
4126                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4127                         c[3] *= ent->alpha;
4128         }
4129         else
4130                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4131         R_Mesh_ResetTextureState();
4132         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4133 }
4134
4135 void R_DrawNoModel(entity_render_t *ent)
4136 {
4137         vec3_t org;
4138         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4139         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4140                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4141         //else
4142         //      R_DrawNoModelCallback(ent, 0);
4143 }
4144
4145 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4146 {
4147         vec3_t right1, right2, diff, normal;
4148
4149         VectorSubtract (org2, org1, normal);
4150
4151         // calculate 'right' vector for start
4152         VectorSubtract (r_refdef.view.origin, org1, diff);
4153         CrossProduct (normal, diff, right1);
4154         VectorNormalize (right1);
4155
4156         // calculate 'right' vector for end
4157         VectorSubtract (r_refdef.view.origin, org2, diff);
4158         CrossProduct (normal, diff, right2);
4159         VectorNormalize (right2);
4160
4161         vert[ 0] = org1[0] + width * right1[0];
4162         vert[ 1] = org1[1] + width * right1[1];
4163         vert[ 2] = org1[2] + width * right1[2];
4164         vert[ 3] = org1[0] - width * right1[0];
4165         vert[ 4] = org1[1] - width * right1[1];
4166         vert[ 5] = org1[2] - width * right1[2];
4167         vert[ 6] = org2[0] - width * right2[0];
4168         vert[ 7] = org2[1] - width * right2[1];
4169         vert[ 8] = org2[2] - width * right2[2];
4170         vert[ 9] = org2[0] + width * right2[0];
4171         vert[10] = org2[1] + width * right2[1];
4172         vert[11] = org2[2] + width * right2[2];
4173 }
4174
4175 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4176
4177 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)
4178 {
4179         float fog = 1.0f;
4180         float vertex3f[12];
4181
4182         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4183                 fog = FogPoint_World(origin);
4184
4185         R_Mesh_Matrix(&identitymatrix);
4186         GL_BlendFunc(blendfunc1, blendfunc2);
4187
4188         if(v_flipped_state)
4189         {
4190                 scalex1 = -scalex1;
4191                 scalex2 = -scalex2;
4192                 GL_CullFace(r_refdef.view.cullface_front);
4193         }
4194         else
4195                 GL_CullFace(r_refdef.view.cullface_back);
4196         GL_CullFace(GL_NONE);
4197
4198         GL_DepthMask(false);
4199         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4200         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4201         GL_DepthTest(!depthdisable);
4202
4203         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4204         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4205         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4206         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4207         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4208         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4209         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4210         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4211         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4212         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4213         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4214         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4215
4216         R_Mesh_VertexPointer(vertex3f, 0, 0);
4217         R_Mesh_ColorPointer(NULL, 0, 0);
4218         R_Mesh_ResetTextureState();
4219         R_SetupGenericShader(true);
4220         R_Mesh_TexBind(0, R_GetTexture(texture));
4221         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4222         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4223         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4224         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4225
4226         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4227         {
4228                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4229                 GL_BlendFunc(blendfunc1, GL_ONE);
4230                 fog = 1 - fog;
4231                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4232                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4233         }
4234 }
4235
4236 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4237 {
4238         int i;
4239         float *vertex3f;
4240         float v[3];
4241         VectorSet(v, x, y, z);
4242         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4243                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4244                         break;
4245         if (i == mesh->numvertices)
4246         {
4247                 if (mesh->numvertices < mesh->maxvertices)
4248                 {
4249                         VectorCopy(v, vertex3f);
4250                         mesh->numvertices++;
4251                 }
4252                 return mesh->numvertices;
4253         }
4254         else
4255                 return i;
4256 }
4257
4258 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4259 {
4260         int i;
4261         int *e, element[3];
4262         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4263         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4264         e = mesh->element3i + mesh->numtriangles * 3;
4265         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4266         {
4267                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4268                 if (mesh->numtriangles < mesh->maxtriangles)
4269                 {
4270                         *e++ = element[0];
4271                         *e++ = element[1];
4272                         *e++ = element[2];
4273                         mesh->numtriangles++;
4274                 }
4275                 element[1] = element[2];
4276         }
4277 }
4278
4279 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4280 {
4281         int i;
4282         int *e, element[3];
4283         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4284         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4285         e = mesh->element3i + mesh->numtriangles * 3;
4286         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4287         {
4288                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4289                 if (mesh->numtriangles < mesh->maxtriangles)
4290                 {
4291                         *e++ = element[0];
4292                         *e++ = element[1];
4293                         *e++ = element[2];
4294                         mesh->numtriangles++;
4295                 }
4296                 element[1] = element[2];
4297         }
4298 }
4299
4300 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4301 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4302 {
4303         int planenum, planenum2;
4304         int w;
4305         int tempnumpoints;
4306         mplane_t *plane, *plane2;
4307         double maxdist;
4308         double temppoints[2][256*3];
4309         // figure out how large a bounding box we need to properly compute this brush
4310         maxdist = 0;
4311         for (w = 0;w < numplanes;w++)
4312                 maxdist = max(maxdist, planes[w].dist);
4313         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4314         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4315         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4316         {
4317                 w = 0;
4318                 tempnumpoints = 4;
4319                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4320                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4321                 {
4322                         if (planenum2 == planenum)
4323                                 continue;
4324                         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);
4325                         w = !w;
4326                 }
4327                 if (tempnumpoints < 3)
4328                         continue;
4329                 // generate elements forming a triangle fan for this polygon
4330                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4331         }
4332 }
4333
4334 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)
4335 {
4336         texturelayer_t *layer;
4337         layer = t->currentlayers + t->currentnumlayers++;
4338         layer->type = type;
4339         layer->depthmask = depthmask;
4340         layer->blendfunc1 = blendfunc1;
4341         layer->blendfunc2 = blendfunc2;
4342         layer->texture = texture;
4343         layer->texmatrix = *matrix;
4344         layer->color[0] = r * r_refdef.view.colorscale;
4345         layer->color[1] = g * r_refdef.view.colorscale;
4346         layer->color[2] = b * r_refdef.view.colorscale;
4347         layer->color[3] = a;
4348 }
4349
4350 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4351 {
4352         double index, f;
4353         index = parms[2] + r_refdef.scene.time * parms[3];
4354         index -= floor(index);
4355         switch (func)
4356         {
4357         default:
4358         case Q3WAVEFUNC_NONE:
4359         case Q3WAVEFUNC_NOISE:
4360         case Q3WAVEFUNC_COUNT:
4361                 f = 0;
4362                 break;
4363         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4364         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4365         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4366         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4367         case Q3WAVEFUNC_TRIANGLE:
4368                 index *= 4;
4369                 f = index - floor(index);
4370                 if (index < 1)
4371                         f = f;
4372                 else if (index < 2)
4373                         f = 1 - f;
4374                 else if (index < 3)
4375                         f = -f;
4376                 else
4377                         f = -(1 - f);
4378                 break;
4379         }
4380         return (float)(parms[0] + parms[1] * f);
4381 }
4382
4383 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4384 {
4385         int i;
4386         model_t *model = ent->model;
4387         float f;
4388         float tcmat[12];
4389         q3shaderinfo_layer_tcmod_t *tcmod;
4390
4391         if (t->basematerialflags & MATERIALFLAG_NODRAW)
4392         {
4393                 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4394                 return;
4395         }
4396
4397         // switch to an alternate material if this is a q1bsp animated material
4398         {
4399                 texture_t *texture = t;
4400                 int s = ent->skinnum;
4401                 if ((unsigned int)s >= (unsigned int)model->numskins)
4402                         s = 0;
4403                 if (model->skinscenes)
4404                 {
4405                         if (model->skinscenes[s].framecount > 1)
4406                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4407                         else
4408                                 s = model->skinscenes[s].firstframe;
4409                 }
4410                 if (s > 0)
4411                         t = t + s * model->num_surfaces;
4412                 if (t->animated)
4413                 {
4414                         // use an alternate animation if the entity's frame is not 0,
4415                         // and only if the texture has an alternate animation
4416                         if (ent->frame2 != 0 && t->anim_total[1])
4417                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4418                         else
4419                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4420                 }
4421                 texture->currentframe = t;
4422         }
4423
4424         // update currentskinframe to be a qw skin or animation frame
4425         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4426         {
4427                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4428                 {
4429                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4430                         if (developer_loading.integer)
4431                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4432                         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);
4433                 }
4434                 t->currentskinframe = r_qwskincache_skinframe[i];
4435                 if (t->currentskinframe == NULL)
4436                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4437         }
4438         else if (t->numskinframes >= 2)
4439                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4440         if (t->backgroundnumskinframes >= 2)
4441                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4442
4443         t->currentmaterialflags = t->basematerialflags;
4444         t->currentalpha = ent->alpha;
4445         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4446         {
4447                 t->currentalpha *= r_wateralpha.value;
4448                 /*
4449                  * FIXME what is this supposed to do?
4450                 // if rendering refraction/reflection, disable transparency
4451                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4452                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4453                 */
4454         }
4455         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4456                 t->currentalpha *= t->r_water_wateralpha;
4457         if(!r_waterstate.enabled)
4458                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4459         if (!(ent->flags & RENDER_LIGHT))
4460                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4461         else if (rsurface.modeltexcoordlightmap2f == NULL)
4462         {
4463                 // pick a model lighting mode
4464                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4465                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4466                 else
4467                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4468         }
4469         if (ent->effects & EF_ADDITIVE)
4470                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4471         else if (t->currentalpha < 1)
4472                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4473         if (ent->effects & EF_DOUBLESIDED)
4474                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4475         if (ent->effects & EF_NODEPTHTEST)
4476                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4477         if (ent->flags & RENDER_VIEWMODEL)
4478                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4479         if (t->backgroundnumskinframes)
4480                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4481         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4482         {
4483                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4484                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4485         }
4486         else
4487                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4488
4489         // there is no tcmod
4490         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4491                 t->currenttexmatrix = r_waterscrollmatrix;
4492
4493         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4494         {
4495                 matrix4x4_t matrix;
4496                 switch(tcmod->tcmod)
4497                 {
4498                 case Q3TCMOD_COUNT:
4499                 case Q3TCMOD_NONE:
4500                         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4501                                 matrix = r_waterscrollmatrix;
4502                         else
4503                                 matrix = identitymatrix;
4504                         break;
4505                 case Q3TCMOD_ENTITYTRANSLATE:
4506                         // this is used in Q3 to allow the gamecode to control texcoord
4507                         // scrolling on the entity, which is not supported in darkplaces yet.
4508                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4509                         break;
4510                 case Q3TCMOD_ROTATE:
4511                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4512                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4513                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4514                         break;
4515                 case Q3TCMOD_SCALE:
4516                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4517                         break;
4518                 case Q3TCMOD_SCROLL:
4519                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4520                         break;
4521                 case Q3TCMOD_STRETCH:
4522                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4523                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4524                         break;
4525                 case Q3TCMOD_TRANSFORM:
4526                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4527                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4528                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4529                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4530                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4531                         break;
4532                 case Q3TCMOD_TURBULENT:
4533                         // this is handled in the RSurf_PrepareVertices function
4534                         matrix = identitymatrix;
4535                         break;
4536                 }
4537                 // either replace or concatenate the transformation
4538                 if (i < 1)
4539                         t->currenttexmatrix = matrix;
4540                 else
4541                 {
4542                         matrix4x4_t temp = t->currenttexmatrix;
4543                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4544                 }
4545         }
4546
4547         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4548         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4549         t->glosstexture = r_texture_black;
4550         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4551         t->backgroundglosstexture = r_texture_black;
4552         t->specularpower = r_shadow_glossexponent.value;
4553         // TODO: store reference values for these in the texture?
4554         t->specularscale = 0;
4555         if (r_shadow_gloss.integer > 0)
4556         {
4557                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4558                 {
4559                         if (r_shadow_glossintensity.value > 0)
4560                         {
4561                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4562                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4563                                 t->specularscale = r_shadow_glossintensity.value;
4564                         }
4565                 }
4566                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4567                 {
4568                         t->glosstexture = r_texture_white;
4569                         t->backgroundglosstexture = r_texture_white;
4570                         t->specularscale = r_shadow_gloss2intensity.value;
4571                 }
4572         }
4573
4574         // lightmaps mode looks bad with dlights using actual texturing, so turn
4575         // off the colormap and glossmap, but leave the normalmap on as it still
4576         // accurately represents the shading involved
4577         if (gl_lightmaps.integer)
4578         {
4579                 t->basetexture = r_texture_grey128;
4580                 t->backgroundbasetexture = NULL;
4581                 t->specularscale = 0;
4582                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4583         }
4584
4585         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4586         VectorClear(t->dlightcolor);
4587         t->currentnumlayers = 0;
4588         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4589         {
4590                 int layerflags = 0;
4591                 int blendfunc1, blendfunc2, depthmask;
4592                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4593                 {
4594                         blendfunc1 = GL_SRC_ALPHA;
4595                         blendfunc2 = GL_ONE;
4596                 }
4597                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4598                 {
4599                         blendfunc1 = GL_SRC_ALPHA;
4600                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4601                 }
4602                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4603                 {
4604                         blendfunc1 = t->customblendfunc[0];
4605                         blendfunc2 = t->customblendfunc[1];
4606                 }
4607                 else
4608                 {
4609                         blendfunc1 = GL_ONE;
4610                         blendfunc2 = GL_ZERO;
4611                 }
4612                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4613                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4614                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4615                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4616                 {
4617                         // fullbright is not affected by r_refdef.lightmapintensity
4618                         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]);
4619                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4620                                 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]);
4621                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4622                                 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]);
4623                 }
4624                 else
4625                 {
4626                         vec3_t ambientcolor;
4627                         float colorscale;
4628                         // set the color tint used for lights affecting this surface
4629                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4630                         colorscale = 2;
4631                         // q3bsp has no lightmap updates, so the lightstylevalue that
4632                         // would normally be baked into the lightmap must be
4633                         // applied to the color
4634                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4635                         if (ent->model->type == mod_brushq3)
4636                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4637                         colorscale *= r_refdef.lightmapintensity;
4638                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4639                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4640                         // basic lit geometry
4641                         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]);
4642                         // add pants/shirt if needed
4643                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4644                                 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]);
4645                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4646                                 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]);
4647                         // now add ambient passes if needed
4648                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4649                         {
4650                                 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]);
4651                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4652                                         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]);
4653                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4654                                         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]);
4655                         }
4656                 }
4657                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4658                         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]);
4659                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4660                 {
4661                         // if this is opaque use alpha blend which will darken the earlier
4662                         // passes cheaply.
4663                         //
4664                         // if this is an alpha blended material, all the earlier passes
4665                         // were darkened by fog already, so we only need to add the fog
4666                         // color ontop through the fog mask texture
4667                         //
4668                         // if this is an additive blended material, all the earlier passes
4669                         // were darkened by fog already, and we should not add fog color
4670                         // (because the background was not darkened, there is no fog color
4671                         // that was lost behind it).
4672                         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]);
4673                 }
4674         }
4675 }
4676
4677 void R_UpdateAllTextureInfo(entity_render_t *ent)
4678 {
4679         int i;
4680         if (ent->model)
4681                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4682                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4683 }
4684
4685 rsurfacestate_t rsurface;
4686
4687 void R_Mesh_ResizeArrays(int newvertices)
4688 {
4689         float *base;
4690         if (rsurface.array_size >= newvertices)
4691                 return;
4692         if (rsurface.array_modelvertex3f)
4693                 Mem_Free(rsurface.array_modelvertex3f);
4694         rsurface.array_size = (newvertices + 1023) & ~1023;
4695         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4696         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4697         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4698         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4699         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4700         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4701         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4702         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4703         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4704         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4705         rsurface.array_color4f           = base + rsurface.array_size * 27;
4706         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4707 }
4708
4709 void RSurf_ActiveWorldEntity(void)
4710 {
4711         model_t *model = r_refdef.scene.worldmodel;
4712         if (rsurface.array_size < model->surfmesh.num_vertices)
4713                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4714         rsurface.matrix = identitymatrix;
4715         rsurface.inversematrix = identitymatrix;
4716         R_Mesh_Matrix(&identitymatrix);
4717         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4718         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4719         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4720         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4721         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4722         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4723         rsurface.frameblend[0].frame = 0;
4724         rsurface.frameblend[0].lerp = 1;
4725         rsurface.frameblend[1].frame = 0;
4726         rsurface.frameblend[1].lerp = 0;
4727         rsurface.frameblend[2].frame = 0;
4728         rsurface.frameblend[2].lerp = 0;
4729         rsurface.frameblend[3].frame = 0;
4730         rsurface.frameblend[3].lerp = 0;
4731         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4732         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4733         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4734         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4735         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4736         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4737         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4738         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4739         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4740         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4741         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4742         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4743         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4744         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4745         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4746         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4747         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4748         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4749         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4750         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4751         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4752         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4753         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4754         rsurface.modelelement3i = model->surfmesh.data_element3i;
4755         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4756         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4757         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4758         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4759         rsurface.modelsurfaces = model->data_surfaces;
4760         rsurface.generatedvertex = false;
4761         rsurface.vertex3f  = rsurface.modelvertex3f;
4762         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4763         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4764         rsurface.svector3f = rsurface.modelsvector3f;
4765         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4766         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4767         rsurface.tvector3f = rsurface.modeltvector3f;
4768         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4769         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4770         rsurface.normal3f  = rsurface.modelnormal3f;
4771         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4772         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4773         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4774 }
4775
4776 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4777 {
4778         model_t *model = ent->model;
4779         if (rsurface.array_size < model->surfmesh.num_vertices)
4780                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4781         rsurface.matrix = ent->matrix;
4782         rsurface.inversematrix = ent->inversematrix;
4783         R_Mesh_Matrix(&rsurface.matrix);
4784         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4785         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4786         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4787         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4788         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4789         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4790         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4791         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4792         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4793         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4794         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4795         rsurface.frameblend[0] = ent->frameblend[0];
4796         rsurface.frameblend[1] = ent->frameblend[1];
4797         rsurface.frameblend[2] = ent->frameblend[2];
4798         rsurface.frameblend[3] = ent->frameblend[3];
4799         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4800         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4801         if (ent->model->brush.submodel)
4802         {
4803                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4804                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4805         }
4806         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4807         {
4808                 if (wanttangents)
4809                 {
4810                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4811                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4812                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4813                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4814                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4815                 }
4816                 else if (wantnormals)
4817                 {
4818                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4819                         rsurface.modelsvector3f = NULL;
4820                         rsurface.modeltvector3f = NULL;
4821                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4822                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4823                 }
4824                 else
4825                 {
4826                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4827                         rsurface.modelsvector3f = NULL;
4828                         rsurface.modeltvector3f = NULL;
4829                         rsurface.modelnormal3f = NULL;
4830                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4831                 }
4832                 rsurface.modelvertex3f_bufferobject = 0;
4833                 rsurface.modelvertex3f_bufferoffset = 0;
4834                 rsurface.modelsvector3f_bufferobject = 0;
4835                 rsurface.modelsvector3f_bufferoffset = 0;
4836                 rsurface.modeltvector3f_bufferobject = 0;
4837                 rsurface.modeltvector3f_bufferoffset = 0;
4838                 rsurface.modelnormal3f_bufferobject = 0;
4839                 rsurface.modelnormal3f_bufferoffset = 0;
4840                 rsurface.generatedvertex = true;
4841         }
4842         else
4843         {
4844                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4845                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4846                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4847                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4848                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4849                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4850                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4851                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4852                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4853                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4854                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4855                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4856                 rsurface.generatedvertex = false;
4857         }
4858         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4859         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4860         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4861         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4862         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4863         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4864         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4865         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4866         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4867         rsurface.modelelement3i = model->surfmesh.data_element3i;
4868         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4869         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4870         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4871         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4872         rsurface.modelsurfaces = model->data_surfaces;
4873         rsurface.vertex3f  = rsurface.modelvertex3f;
4874         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4875         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4876         rsurface.svector3f = rsurface.modelsvector3f;
4877         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4878         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4879         rsurface.tvector3f = rsurface.modeltvector3f;
4880         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4881         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4882         rsurface.normal3f  = rsurface.modelnormal3f;
4883         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4884         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4885         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4886 }
4887
4888 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4889 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4890 {
4891         int deformindex;
4892         int texturesurfaceindex;
4893         int i, j;
4894         float amplitude;
4895         float animpos;
4896         float scale;
4897         const float *v1, *in_tc;
4898         float *out_tc;
4899         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4900         float waveparms[4];
4901         q3shaderinfo_deform_t *deform;
4902         // 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
4903         if (rsurface.generatedvertex)
4904         {
4905                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4906                         generatenormals = true;
4907                 for (i = 0;i < Q3MAXDEFORMS;i++)
4908                 {
4909                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4910                         {
4911                                 generatetangents = true;
4912                                 generatenormals = true;
4913                         }
4914                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4915                                 generatenormals = true;
4916                 }
4917                 if (generatenormals && !rsurface.modelnormal3f)
4918                 {
4919                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4920                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4921                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4922                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4923                 }
4924                 if (generatetangents && !rsurface.modelsvector3f)
4925                 {
4926                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4927                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4928                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4929                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4930                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4931                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4932                         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);
4933                 }
4934         }
4935         rsurface.vertex3f  = rsurface.modelvertex3f;
4936         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4937         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4938         rsurface.svector3f = rsurface.modelsvector3f;
4939         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4940         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4941         rsurface.tvector3f = rsurface.modeltvector3f;
4942         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4943         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4944         rsurface.normal3f  = rsurface.modelnormal3f;
4945         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4946         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4947         // if vertices are deformed (sprite flares and things in maps, possibly
4948         // water waves, bulges and other deformations), generate them into
4949         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4950         // (may be static model data or generated data for an animated model, or
4951         //  the previous deform pass)
4952         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4953         {
4954                 switch (deform->deform)
4955                 {
4956                 default:
4957                 case Q3DEFORM_PROJECTIONSHADOW:
4958                 case Q3DEFORM_TEXT0:
4959                 case Q3DEFORM_TEXT1:
4960                 case Q3DEFORM_TEXT2:
4961                 case Q3DEFORM_TEXT3:
4962                 case Q3DEFORM_TEXT4:
4963                 case Q3DEFORM_TEXT5:
4964                 case Q3DEFORM_TEXT6:
4965                 case Q3DEFORM_TEXT7:
4966                 case Q3DEFORM_NONE:
4967                         break;
4968                 case Q3DEFORM_AUTOSPRITE:
4969                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4970                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4971                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4972                         VectorNormalize(newforward);
4973                         VectorNormalize(newright);
4974                         VectorNormalize(newup);
4975                         // make deformed versions of only the model vertices used by the specified surfaces
4976                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4977                         {
4978                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4979                                 // a single autosprite surface can contain multiple sprites...
4980                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4981                                 {
4982                                         VectorClear(center);
4983                                         for (i = 0;i < 4;i++)
4984                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4985                                         VectorScale(center, 0.25f, center);
4986                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4987                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4988                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4989                                         for (i = 0;i < 4;i++)
4990                                         {
4991                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4992                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4993                                         }
4994                                 }
4995                                 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);
4996                                 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);
4997                         }
4998                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4999                         rsurface.vertex3f_bufferobject = 0;
5000                         rsurface.vertex3f_bufferoffset = 0;
5001                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5002                         rsurface.svector3f_bufferobject = 0;
5003                         rsurface.svector3f_bufferoffset = 0;
5004                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5005                         rsurface.tvector3f_bufferobject = 0;
5006                         rsurface.tvector3f_bufferoffset = 0;
5007                         rsurface.normal3f = rsurface.array_deformednormal3f;
5008                         rsurface.normal3f_bufferobject = 0;
5009                         rsurface.normal3f_bufferoffset = 0;
5010                         break;
5011                 case Q3DEFORM_AUTOSPRITE2:
5012                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5013                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5014                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5015                         VectorNormalize(newforward);
5016                         VectorNormalize(newright);
5017                         VectorNormalize(newup);
5018                         // make deformed versions of only the model vertices used by the specified surfaces
5019                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5020                         {
5021                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5022                                 const float *v1, *v2;
5023                                 vec3_t start, end;
5024                                 float f, l;
5025                                 struct
5026                                 {
5027                                         float length2;
5028                                         const float *v1;
5029                                         const float *v2;
5030                                 }
5031                                 shortest[2];
5032                                 memset(shortest, 0, sizeof(shortest));
5033                                 // a single autosprite surface can contain multiple sprites...
5034                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5035                                 {
5036                                         VectorClear(center);
5037                                         for (i = 0;i < 4;i++)
5038                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5039                                         VectorScale(center, 0.25f, center);
5040                                         // find the two shortest edges, then use them to define the
5041                                         // axis vectors for rotating around the central axis
5042                                         for (i = 0;i < 6;i++)
5043                                         {
5044                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5045                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5046 #if 0
5047                                                 Debug_PolygonBegin(NULL, 0);
5048                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5049                                                 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);
5050                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5051                                                 Debug_PolygonEnd();
5052 #endif
5053                                                 l = VectorDistance2(v1, v2);
5054                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5055                                                 if (v1[2] != v2[2])
5056                                                         l += (1.0f / 1024.0f);
5057                                                 if (shortest[0].length2 > l || i == 0)
5058                                                 {
5059                                                         shortest[1] = shortest[0];
5060                                                         shortest[0].length2 = l;
5061                                                         shortest[0].v1 = v1;
5062                                                         shortest[0].v2 = v2;
5063                                                 }
5064                                                 else if (shortest[1].length2 > l || i == 1)
5065                                                 {
5066                                                         shortest[1].length2 = l;
5067                                                         shortest[1].v1 = v1;
5068                                                         shortest[1].v2 = v2;
5069                                                 }
5070                                         }
5071                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5072                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5073 #if 0
5074                                         Debug_PolygonBegin(NULL, 0);
5075                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5076                                         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);
5077                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5078                                         Debug_PolygonEnd();
5079 #endif
5080                                         // this calculates the right vector from the shortest edge
5081                                         // and the up vector from the edge midpoints
5082                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5083                                         VectorNormalize(right);
5084                                         VectorSubtract(end, start, up);
5085                                         VectorNormalize(up);
5086                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5087                                         //VectorSubtract(rsurface.modelorg, center, forward);
5088                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5089                                         VectorNegate(forward, forward);
5090                                         VectorReflect(forward, 0, up, forward);
5091                                         VectorNormalize(forward);
5092                                         CrossProduct(up, forward, newright);
5093                                         VectorNormalize(newright);
5094 #if 0
5095                                         Debug_PolygonBegin(NULL, 0);
5096                                         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);
5097                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5098                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5099                                         Debug_PolygonEnd();
5100 #endif
5101 #if 0
5102                                         Debug_PolygonBegin(NULL, 0);
5103                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5104                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5105                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5106                                         Debug_PolygonEnd();
5107 #endif
5108                                         // rotate the quad around the up axis vector, this is made
5109                                         // especially easy by the fact we know the quad is flat,
5110                                         // so we only have to subtract the center position and
5111                                         // measure distance along the right vector, and then
5112                                         // multiply that by the newright vector and add back the
5113                                         // center position
5114                                         // we also need to subtract the old position to undo the
5115                                         // displacement from the center, which we do with a
5116                                         // DotProduct, the subtraction/addition of center is also
5117                                         // optimized into DotProducts here
5118                                         l = DotProduct(right, center);
5119                                         for (i = 0;i < 4;i++)
5120                                         {
5121                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5122                                                 f = DotProduct(right, v1) - l;
5123                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5124                                         }
5125                                 }
5126                                 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);
5127                                 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);
5128                         }
5129                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5130                         rsurface.vertex3f_bufferobject = 0;
5131                         rsurface.vertex3f_bufferoffset = 0;
5132                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5133                         rsurface.svector3f_bufferobject = 0;
5134                         rsurface.svector3f_bufferoffset = 0;
5135                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5136                         rsurface.tvector3f_bufferobject = 0;
5137                         rsurface.tvector3f_bufferoffset = 0;
5138                         rsurface.normal3f = rsurface.array_deformednormal3f;
5139                         rsurface.normal3f_bufferobject = 0;
5140                         rsurface.normal3f_bufferoffset = 0;
5141                         break;
5142                 case Q3DEFORM_NORMAL:
5143                         // deform the normals to make reflections wavey
5144                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5145                         {
5146                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5147                                 for (j = 0;j < surface->num_vertices;j++)
5148                                 {
5149                                         float vertex[3];
5150                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5151                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5152                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5153                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5154                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5155                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5156                                         VectorNormalize(normal);
5157                                 }
5158                                 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);
5159                         }
5160                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5161                         rsurface.svector3f_bufferobject = 0;
5162                         rsurface.svector3f_bufferoffset = 0;
5163                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5164                         rsurface.tvector3f_bufferobject = 0;
5165                         rsurface.tvector3f_bufferoffset = 0;
5166                         rsurface.normal3f = rsurface.array_deformednormal3f;
5167                         rsurface.normal3f_bufferobject = 0;
5168                         rsurface.normal3f_bufferoffset = 0;
5169                         break;
5170                 case Q3DEFORM_WAVE:
5171                         // deform vertex array to make wavey water and flags and such
5172                         waveparms[0] = deform->waveparms[0];
5173                         waveparms[1] = deform->waveparms[1];
5174                         waveparms[2] = deform->waveparms[2];
5175                         waveparms[3] = deform->waveparms[3];
5176                         // this is how a divisor of vertex influence on deformation
5177                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5178                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5179                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5180                         {
5181                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5182                                 for (j = 0;j < surface->num_vertices;j++)
5183                                 {
5184                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5185                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5186                                         // if the wavefunc depends on time, evaluate it per-vertex
5187                                         if (waveparms[3])
5188                                         {
5189                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5190                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5191                                         }
5192                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5193                                 }
5194                         }
5195                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5196                         rsurface.vertex3f_bufferobject = 0;
5197                         rsurface.vertex3f_bufferoffset = 0;
5198                         break;
5199                 case Q3DEFORM_BULGE:
5200                         // deform vertex array to make the surface have moving bulges
5201                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5202                         {
5203                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5204                                 for (j = 0;j < surface->num_vertices;j++)
5205                                 {
5206                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5207                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5208                                 }
5209                         }
5210                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5211                         rsurface.vertex3f_bufferobject = 0;
5212                         rsurface.vertex3f_bufferoffset = 0;
5213                         break;
5214                 case Q3DEFORM_MOVE:
5215                         // deform vertex array
5216                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5217                         VectorScale(deform->parms, scale, waveparms);
5218                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5219                         {
5220                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5221                                 for (j = 0;j < surface->num_vertices;j++)
5222                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5223                         }
5224                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5225                         rsurface.vertex3f_bufferobject = 0;
5226                         rsurface.vertex3f_bufferoffset = 0;
5227                         break;
5228                 }
5229         }
5230         // generate texcoords based on the chosen texcoord source
5231         switch(rsurface.texture->tcgen.tcgen)
5232         {
5233         default:
5234         case Q3TCGEN_TEXTURE:
5235                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5236                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5237                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5238                 break;
5239         case Q3TCGEN_LIGHTMAP:
5240                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5241                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5242                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5243                 break;
5244         case Q3TCGEN_VECTOR:
5245                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5246                 {
5247                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5248                         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)
5249                         {
5250                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5251                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5252                         }
5253                 }
5254                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5255                 rsurface.texcoordtexture2f_bufferobject  = 0;
5256                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5257                 break;
5258         case Q3TCGEN_ENVIRONMENT:
5259                 // make environment reflections using a spheremap
5260                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5261                 {
5262                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5263                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5264                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5265                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5266                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5267                         {
5268                                 float l, d, eyedir[3];
5269                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5270                                 l = 0.5f / VectorLength(eyedir);
5271                                 d = DotProduct(normal, eyedir)*2;
5272                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5273                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5274                         }
5275                 }
5276                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5277                 rsurface.texcoordtexture2f_bufferobject  = 0;
5278                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5279                 break;
5280         }
5281         // the only tcmod that needs software vertex processing is turbulent, so
5282         // check for it here and apply the changes if needed
5283         // and we only support that as the first one
5284         // (handling a mixture of turbulent and other tcmods would be problematic
5285         //  without punting it entirely to a software path)
5286         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5287         {
5288                 amplitude = rsurface.texture->tcmods[0].parms[1];
5289                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5290                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5291                 {
5292                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5293                         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)
5294                         {
5295                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5296                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5297                         }
5298                 }
5299                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5300                 rsurface.texcoordtexture2f_bufferobject  = 0;
5301                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5302         }
5303         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5304         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5305         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5306         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5307 }
5308
5309 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5310 {
5311         int i, j;
5312         const msurface_t *surface = texturesurfacelist[0];
5313         const msurface_t *surface2;
5314         int firstvertex;
5315         int endvertex;
5316         int numvertices;
5317         int numtriangles;
5318         // TODO: lock all array ranges before render, rather than on each surface
5319         if (texturenumsurfaces == 1)
5320         {
5321                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5322                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5323         }
5324         else if (r_batchmode.integer == 2)
5325         {
5326                 #define MAXBATCHTRIANGLES 4096
5327                 int batchtriangles = 0;
5328                 int batchelements[MAXBATCHTRIANGLES*3];
5329                 for (i = 0;i < texturenumsurfaces;i = j)
5330                 {
5331                         surface = texturesurfacelist[i];
5332                         j = i + 1;
5333                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5334                         {
5335                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5336                                 continue;
5337                         }
5338                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5339                         batchtriangles = surface->num_triangles;
5340                         firstvertex = surface->num_firstvertex;
5341                         endvertex = surface->num_firstvertex + surface->num_vertices;
5342                         for (;j < texturenumsurfaces;j++)
5343                         {
5344                                 surface2 = texturesurfacelist[j];
5345                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5346                                         break;
5347                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5348                                 batchtriangles += surface2->num_triangles;
5349                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5350                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5351                         }
5352                         surface2 = texturesurfacelist[j-1];
5353                         numvertices = endvertex - firstvertex;
5354                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5355                 }
5356         }
5357         else if (r_batchmode.integer == 1)
5358         {
5359                 for (i = 0;i < texturenumsurfaces;i = j)
5360                 {
5361                         surface = texturesurfacelist[i];
5362                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5363                                 if (texturesurfacelist[j] != surface2)
5364                                         break;
5365                         surface2 = texturesurfacelist[j-1];
5366                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5367                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5368                         GL_LockArrays(surface->num_firstvertex, numvertices);
5369                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5370                 }
5371         }
5372         else
5373         {
5374                 for (i = 0;i < texturenumsurfaces;i++)
5375                 {
5376                         surface = texturesurfacelist[i];
5377                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5378                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5379                 }
5380         }
5381 }
5382
5383 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5384 {
5385         int i, planeindex, vertexindex;
5386         float d, bestd;
5387         vec3_t vert;
5388         const float *v;
5389         r_waterstate_waterplane_t *p, *bestp;
5390         msurface_t *surface;
5391         if (r_waterstate.renderingscene)
5392                 return;
5393         for (i = 0;i < texturenumsurfaces;i++)
5394         {
5395                 surface = texturesurfacelist[i];
5396                 if (lightmaptexunit >= 0)
5397                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5398                 if (deluxemaptexunit >= 0)
5399                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5400                 // pick the closest matching water plane
5401                 bestd = 0;
5402                 bestp = NULL;
5403                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5404                 {
5405                         d = 0;
5406                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5407                         {
5408                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5409                                 d += fabs(PlaneDiff(vert, &p->plane));
5410                         }
5411                         if (bestd > d || !bestp)
5412                         {
5413                                 bestd = d;
5414                                 bestp = p;
5415                         }
5416                 }
5417                 if (bestp)
5418                 {
5419                         if (refractiontexunit >= 0)
5420                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5421                         if (reflectiontexunit >= 0)
5422                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5423                 }
5424                 else
5425                 {
5426                         if (refractiontexunit >= 0)
5427                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5428                         if (reflectiontexunit >= 0)
5429                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5430                 }
5431                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5432                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5433         }
5434 }
5435
5436 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5437 {
5438         int i;
5439         int j;
5440         const msurface_t *surface = texturesurfacelist[0];
5441         const msurface_t *surface2;
5442         int firstvertex;
5443         int endvertex;
5444         int numvertices;
5445         int numtriangles;
5446         // TODO: lock all array ranges before render, rather than on each surface
5447         if (texturenumsurfaces == 1)
5448         {
5449                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5450                 if (deluxemaptexunit >= 0)
5451                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5452                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5453                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5454         }
5455         else if (r_batchmode.integer == 2)
5456         {
5457                 #define MAXBATCHTRIANGLES 4096
5458                 int batchtriangles = 0;
5459                 int batchelements[MAXBATCHTRIANGLES*3];
5460                 for (i = 0;i < texturenumsurfaces;i = j)
5461                 {
5462                         surface = texturesurfacelist[i];
5463                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5464                         if (deluxemaptexunit >= 0)
5465                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5466                         j = i + 1;
5467                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5468                         {
5469                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5470                                 continue;
5471                         }
5472                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5473                         batchtriangles = surface->num_triangles;
5474                         firstvertex = surface->num_firstvertex;
5475                         endvertex = surface->num_firstvertex + surface->num_vertices;
5476                         for (;j < texturenumsurfaces;j++)
5477                         {
5478                                 surface2 = texturesurfacelist[j];
5479                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5480                                         break;
5481                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5482                                 batchtriangles += surface2->num_triangles;
5483                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5484                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5485                         }
5486                         surface2 = texturesurfacelist[j-1];
5487                         numvertices = endvertex - firstvertex;
5488                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5489                 }
5490         }
5491         else if (r_batchmode.integer == 1)
5492         {
5493 #if 0
5494                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5495                 for (i = 0;i < texturenumsurfaces;i = j)
5496                 {
5497                         surface = texturesurfacelist[i];
5498                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5499                                 if (texturesurfacelist[j] != surface2)
5500                                         break;
5501                         Con_Printf(" %i", j - i);
5502                 }
5503                 Con_Printf("\n");
5504                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5505 #endif
5506                 for (i = 0;i < texturenumsurfaces;i = j)
5507                 {
5508                         surface = texturesurfacelist[i];
5509                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5510                         if (deluxemaptexunit >= 0)
5511                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5513                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5514                                         break;
5515 #if 0
5516                         Con_Printf(" %i", j - i);
5517 #endif
5518                         surface2 = texturesurfacelist[j-1];
5519                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5520                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5521                         GL_LockArrays(surface->num_firstvertex, numvertices);
5522                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5523                 }
5524 #if 0
5525                 Con_Printf("\n");
5526 #endif
5527         }
5528         else
5529         {
5530                 for (i = 0;i < texturenumsurfaces;i++)
5531                 {
5532                         surface = texturesurfacelist[i];
5533                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5534                         if (deluxemaptexunit >= 0)
5535                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5536                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5537                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5538                 }
5539         }
5540 }
5541
5542 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5543 {
5544         int j;
5545         int texturesurfaceindex;
5546         if (r_showsurfaces.integer == 2)
5547         {
5548                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5549                 {
5550                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5551                         for (j = 0;j < surface->num_triangles;j++)
5552                         {
5553                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5554                                 GL_Color(f, f, f, 1);
5555                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5556                         }
5557                 }
5558         }
5559         else
5560         {
5561                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5562                 {
5563                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5565                         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);
5566                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5567                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5568                 }
5569         }
5570 }
5571
5572 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5573 {
5574         int texturesurfaceindex;
5575         int i;
5576         float f;
5577         float *v, *c, *c2;
5578         if (rsurface.lightmapcolor4f)
5579         {
5580                 // generate color arrays for the surfaces in this list
5581                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5582                 {
5583                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5584                         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)
5585                         {
5586                                 f = FogPoint_Model(v);
5587                                 c2[0] = c[0] * f;
5588                                 c2[1] = c[1] * f;
5589                                 c2[2] = c[2] * f;
5590                                 c2[3] = c[3];
5591                         }
5592                 }
5593         }
5594         else
5595         {
5596                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5597                 {
5598                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5599                         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)
5600                         {
5601                                 f = FogPoint_Model(v);
5602                                 c2[0] = f;
5603                                 c2[1] = f;
5604                                 c2[2] = f;
5605                                 c2[3] = 1;
5606                         }
5607                 }
5608         }
5609         rsurface.lightmapcolor4f = rsurface.array_color4f;
5610         rsurface.lightmapcolor4f_bufferobject = 0;
5611         rsurface.lightmapcolor4f_bufferoffset = 0;
5612 }
5613
5614 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5615 {
5616         int texturesurfaceindex;
5617         int i;
5618         float *c, *c2;
5619         if (!rsurface.lightmapcolor4f)
5620                 return;
5621         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5622         {
5623                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5624                 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)
5625                 {
5626                         c2[0] = c[0] * r;
5627                         c2[1] = c[1] * g;
5628                         c2[2] = c[2] * b;
5629                         c2[3] = c[3] * a;
5630                 }
5631         }
5632         rsurface.lightmapcolor4f = rsurface.array_color4f;
5633         rsurface.lightmapcolor4f_bufferobject = 0;
5634         rsurface.lightmapcolor4f_bufferoffset = 0;
5635 }
5636
5637 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5638 {
5639         // TODO: optimize
5640         rsurface.lightmapcolor4f = NULL;
5641         rsurface.lightmapcolor4f_bufferobject = 0;
5642         rsurface.lightmapcolor4f_bufferoffset = 0;
5643         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5644         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5645         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5646         GL_Color(r, g, b, a);
5647         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5648 }
5649
5650 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5651 {
5652         // TODO: optimize applyfog && applycolor case
5653         // just apply fog if necessary, and tint the fog color array if necessary
5654         rsurface.lightmapcolor4f = NULL;
5655         rsurface.lightmapcolor4f_bufferobject = 0;
5656         rsurface.lightmapcolor4f_bufferoffset = 0;
5657         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5658         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5659         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5660         GL_Color(r, g, b, a);
5661         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5662 }
5663
5664 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5665 {
5666         int texturesurfaceindex;
5667         int i;
5668         float *c;
5669         // TODO: optimize
5670         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5671         {
5672                 // generate color arrays for the surfaces in this list
5673                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5674                 {
5675                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5676                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5677                         {
5678                                 if (surface->lightmapinfo->samples)
5679                                 {
5680                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5681                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5682                                         VectorScale(lm, scale, c);
5683                                         if (surface->lightmapinfo->styles[1] != 255)
5684                                         {
5685                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5686                                                 lm += size3;
5687                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5688                                                 VectorMA(c, scale, lm, c);
5689                                                 if (surface->lightmapinfo->styles[2] != 255)
5690                                                 {
5691                                                         lm += size3;
5692                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5693                                                         VectorMA(c, scale, lm, c);
5694                                                         if (surface->lightmapinfo->styles[3] != 255)
5695                                                         {
5696                                                                 lm += size3;
5697                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5698                                                                 VectorMA(c, scale, lm, c);
5699                                                         }
5700                                                 }
5701                                         }
5702                                 }
5703                                 else
5704                                         VectorClear(c);
5705                                 c[3] = 1;
5706                         }
5707                 }
5708                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5709                 rsurface.lightmapcolor4f_bufferobject = 0;
5710                 rsurface.lightmapcolor4f_bufferoffset = 0;
5711         }
5712         else
5713         {
5714                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5715                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5716                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5717         }
5718         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5719         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5720         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5721         GL_Color(r, g, b, a);
5722         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5723 }
5724
5725 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5726 {
5727         int texturesurfaceindex;
5728         int i;
5729         float f;
5730         float *v, *c, *c2;
5731         vec3_t ambientcolor;
5732         vec3_t diffusecolor;
5733         vec3_t lightdir;
5734         // TODO: optimize
5735         // model lighting
5736         VectorCopy(rsurface.modellight_lightdir, lightdir);
5737         f = 0.5f * r_refdef.lightmapintensity;
5738         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5739         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5740         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5741         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5742         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5743         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5744         if (VectorLength2(diffusecolor) > 0)
5745         {
5746                 // generate color arrays for the surfaces in this list
5747                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5748                 {
5749                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5750                         int numverts = surface->num_vertices;
5751                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5752                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5753                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5754                         // q3-style directional shading
5755                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5756                         {
5757                                 if ((f = DotProduct(c2, lightdir)) > 0)
5758                                         VectorMA(ambientcolor, f, diffusecolor, c);
5759                                 else
5760                                         VectorCopy(ambientcolor, c);
5761                                 c[3] = a;
5762                         }
5763                 }
5764                 r = 1;
5765                 g = 1;
5766                 b = 1;
5767                 a = 1;
5768                 applycolor = false;
5769                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5770                 rsurface.lightmapcolor4f_bufferobject = 0;
5771                 rsurface.lightmapcolor4f_bufferoffset = 0;
5772         }
5773         else
5774         {
5775                 r = ambientcolor[0];
5776                 g = ambientcolor[1];
5777                 b = ambientcolor[2];
5778                 rsurface.lightmapcolor4f = NULL;
5779                 rsurface.lightmapcolor4f_bufferobject = 0;
5780                 rsurface.lightmapcolor4f_bufferoffset = 0;
5781         }
5782         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5783         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5784         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5785         GL_Color(r, g, b, a);
5786         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5787 }
5788
5789 void RSurf_SetupDepthAndCulling(void)
5790 {
5791         // submodels are biased to avoid z-fighting with world surfaces that they
5792         // may be exactly overlapping (avoids z-fighting artifacts on certain
5793         // doors and things in Quake maps)
5794         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5795         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5796         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5797         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5798 }
5799
5800 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5801 {
5802         // transparent sky would be ridiculous
5803         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5804                 return;
5805         R_SetupGenericShader(false);
5806         if (skyrendernow)
5807         {
5808                 skyrendernow = false;
5809                 // we have to force off the water clipping plane while rendering sky
5810                 R_SetupView(false);
5811                 R_Sky();
5812                 R_SetupView(true);
5813                 // restore entity matrix
5814                 R_Mesh_Matrix(&rsurface.matrix);
5815         }
5816         RSurf_SetupDepthAndCulling();
5817         GL_DepthMask(true);
5818         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5819         // skymasking on them, and Quake3 never did sky masking (unlike
5820         // software Quake and software Quake2), so disable the sky masking
5821         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5822         // and skymasking also looks very bad when noclipping outside the
5823         // level, so don't use it then either.
5824         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5825         {
5826                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5827                 R_Mesh_ColorPointer(NULL, 0, 0);
5828                 R_Mesh_ResetTextureState();
5829                 if (skyrendermasked)
5830                 {
5831                         R_SetupDepthOrShadowShader();
5832                         // depth-only (masking)
5833                         GL_ColorMask(0,0,0,0);
5834                         // just to make sure that braindead drivers don't draw
5835                         // anything despite that colormask...
5836                         GL_BlendFunc(GL_ZERO, GL_ONE);
5837                 }
5838                 else
5839                 {
5840                         R_SetupGenericShader(false);
5841                         // fog sky
5842                         GL_BlendFunc(GL_ONE, GL_ZERO);
5843                 }
5844                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5845                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5846                 if (skyrendermasked)
5847                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5848         }
5849         R_Mesh_ResetTextureState();
5850         GL_Color(1, 1, 1, 1);
5851 }
5852
5853 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5854 {
5855         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5856                 return;
5857
5858         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5859         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5860         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5861         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5862         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5863         if (rsurface.texture->backgroundcurrentskinframe)
5864         {
5865                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5866                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5867                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5868                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5869         }
5870         if(rsurface.texture->colormapping)
5871         {
5872                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5873                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5874         }
5875         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5876         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5877                 R_Mesh_ColorPointer(NULL, 0, 0);
5878         else
5879                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5880
5881         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5882         {
5883                 // render background
5884                 GL_BlendFunc(GL_ONE, GL_ZERO);
5885                 GL_DepthMask(true);
5886                 GL_AlphaTest(false);
5887
5888                 GL_Color(1, 1, 1, 1);
5889                 R_Mesh_ColorPointer(NULL, 0, 0);
5890
5891                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5892                 if (r_glsl_permutation)
5893                 {
5894                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5895                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5896                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5897                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5898                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5899                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5900                         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);
5901                 }
5902                 GL_LockArrays(0, 0);
5903
5904                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5905                 GL_DepthMask(false);
5906                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5907                         R_Mesh_ColorPointer(NULL, 0, 0);
5908                 else
5909                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5910                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5911                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5912         }
5913
5914         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5915         if (!r_glsl_permutation)
5916                 return;
5917
5918         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5919         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5920         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5921         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5922         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5923         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5924
5925         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5926         {
5927                 GL_BlendFunc(GL_ONE, GL_ZERO);
5928                 GL_DepthMask(true);
5929                 GL_AlphaTest(false);
5930         }
5931         else
5932         {
5933                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5934                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5935                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5936         }
5937
5938         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5939         {
5940                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5941                         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);
5942                 else
5943                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5944         }
5945         else
5946         {
5947                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5948                         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);
5949                 else
5950                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5951         }
5952         GL_LockArrays(0, 0);
5953 }
5954
5955 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5956 {
5957         // OpenGL 1.3 path - anything not completely ancient
5958         int texturesurfaceindex;
5959         qboolean applycolor;
5960         qboolean applyfog;
5961         rmeshstate_t m;
5962         int layerindex;
5963         const texturelayer_t *layer;
5964         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5965
5966         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5967         {
5968                 vec4_t layercolor;
5969                 int layertexrgbscale;
5970                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5971                 {
5972                         if (layerindex == 0)
5973                                 GL_AlphaTest(true);
5974                         else
5975                         {
5976                                 GL_AlphaTest(false);
5977                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5978                         }
5979                 }
5980                 GL_DepthMask(layer->depthmask && writedepth);
5981                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5982                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5983                 {
5984                         layertexrgbscale = 4;
5985                         VectorScale(layer->color, 0.25f, layercolor);
5986                 }
5987                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5988                 {
5989                         layertexrgbscale = 2;
5990                         VectorScale(layer->color, 0.5f, layercolor);
5991                 }
5992                 else
5993                 {
5994                         layertexrgbscale = 1;
5995                         VectorScale(layer->color, 1.0f, layercolor);
5996                 }
5997                 layercolor[3] = layer->color[3];
5998                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5999                 R_Mesh_ColorPointer(NULL, 0, 0);
6000                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6001                 switch (layer->type)
6002                 {
6003                 case TEXTURELAYERTYPE_LITTEXTURE:
6004                         memset(&m, 0, sizeof(m));
6005                         m.tex[0] = R_GetTexture(r_texture_white);
6006                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6007                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6008                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6009                         m.tex[1] = R_GetTexture(layer->texture);
6010                         m.texmatrix[1] = layer->texmatrix;
6011                         m.texrgbscale[1] = layertexrgbscale;
6012                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6013                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6014                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6015                         R_Mesh_TextureState(&m);
6016                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6017                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6018                         else if (rsurface.uselightmaptexture)
6019                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020                         else
6021                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6022                         break;
6023                 case TEXTURELAYERTYPE_TEXTURE:
6024                         memset(&m, 0, sizeof(m));
6025                         m.tex[0] = R_GetTexture(layer->texture);
6026                         m.texmatrix[0] = layer->texmatrix;
6027                         m.texrgbscale[0] = layertexrgbscale;
6028                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6029                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6030                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6031                         R_Mesh_TextureState(&m);
6032                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6033                         break;
6034                 case TEXTURELAYERTYPE_FOG:
6035                         memset(&m, 0, sizeof(m));
6036                         m.texrgbscale[0] = layertexrgbscale;
6037                         if (layer->texture)
6038                         {
6039                                 m.tex[0] = R_GetTexture(layer->texture);
6040                                 m.texmatrix[0] = layer->texmatrix;
6041                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6042                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6043                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6044                         }
6045                         R_Mesh_TextureState(&m);
6046                         // generate a color array for the fog pass
6047                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6048                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6049                         {
6050                                 int i;
6051                                 float f, *v, *c;
6052                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6053                                 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)
6054                                 {
6055                                         f = 1 - FogPoint_Model(v);
6056                                         c[0] = layercolor[0];
6057                                         c[1] = layercolor[1];
6058                                         c[2] = layercolor[2];
6059                                         c[3] = f * layercolor[3];
6060                                 }
6061                         }
6062                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6063                         break;
6064                 default:
6065                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6066                 }
6067                 GL_LockArrays(0, 0);
6068         }
6069         CHECKGLERROR
6070         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6071         {
6072                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6073                 GL_AlphaTest(false);
6074         }
6075 }
6076
6077 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6078 {
6079         // OpenGL 1.1 - crusty old voodoo path
6080         int texturesurfaceindex;
6081         qboolean applyfog;
6082         rmeshstate_t m;
6083         int layerindex;
6084         const texturelayer_t *layer;
6085         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6086
6087         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6088         {
6089                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6090                 {
6091                         if (layerindex == 0)
6092                                 GL_AlphaTest(true);
6093                         else
6094                         {
6095                                 GL_AlphaTest(false);
6096                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6097                         }
6098                 }
6099                 GL_DepthMask(layer->depthmask && writedepth);
6100                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6101                 R_Mesh_ColorPointer(NULL, 0, 0);
6102                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6103                 switch (layer->type)
6104                 {
6105                 case TEXTURELAYERTYPE_LITTEXTURE:
6106                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6107                         {
6108                                 // two-pass lit texture with 2x rgbscale
6109                                 // first the lightmap pass
6110                                 memset(&m, 0, sizeof(m));
6111                                 m.tex[0] = R_GetTexture(r_texture_white);
6112                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6113                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6114                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6115                                 R_Mesh_TextureState(&m);
6116                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6117                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6118                                 else if (rsurface.uselightmaptexture)
6119                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6120                                 else
6121                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6122                                 GL_LockArrays(0, 0);
6123                                 // then apply the texture to it
6124                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6125                                 memset(&m, 0, sizeof(m));
6126                                 m.tex[0] = R_GetTexture(layer->texture);
6127                                 m.texmatrix[0] = layer->texmatrix;
6128                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6129                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6130                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6131                                 R_Mesh_TextureState(&m);
6132                                 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);
6133                         }
6134                         else
6135                         {
6136                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6137                                 memset(&m, 0, sizeof(m));
6138                                 m.tex[0] = R_GetTexture(layer->texture);
6139                                 m.texmatrix[0] = layer->texmatrix;
6140                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6141                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6142                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6143                                 R_Mesh_TextureState(&m);
6144                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6145                                         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);
6146                                 else
6147                                         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);
6148                         }
6149                         break;
6150                 case TEXTURELAYERTYPE_TEXTURE:
6151                         // singletexture unlit texture with transparency support
6152                         memset(&m, 0, sizeof(m));
6153                         m.tex[0] = R_GetTexture(layer->texture);
6154                         m.texmatrix[0] = layer->texmatrix;
6155                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6156                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6157                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6158                         R_Mesh_TextureState(&m);
6159                         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);
6160                         break;
6161                 case TEXTURELAYERTYPE_FOG:
6162                         // singletexture fogging
6163                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6164                         if (layer->texture)
6165                         {
6166                                 memset(&m, 0, sizeof(m));
6167                                 m.tex[0] = R_GetTexture(layer->texture);
6168                                 m.texmatrix[0] = layer->texmatrix;
6169                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6170                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6171                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6172                                 R_Mesh_TextureState(&m);
6173                         }
6174                         else
6175                                 R_Mesh_ResetTextureState();
6176                         // generate a color array for the fog pass
6177                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6178                         {
6179                                 int i;
6180                                 float f, *v, *c;
6181                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6182                                 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)
6183                                 {
6184                                         f = 1 - FogPoint_Model(v);
6185                                         c[0] = layer->color[0];
6186                                         c[1] = layer->color[1];
6187                                         c[2] = layer->color[2];
6188                                         c[3] = f * layer->color[3];
6189                                 }
6190                         }
6191                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6192                         break;
6193                 default:
6194                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6195                 }
6196                 GL_LockArrays(0, 0);
6197         }
6198         CHECKGLERROR
6199         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6200         {
6201                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6202                 GL_AlphaTest(false);
6203         }
6204 }
6205
6206 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6207 {
6208         CHECKGLERROR
6209         RSurf_SetupDepthAndCulling();
6210         if (r_glsl.integer && gl_support_fragment_shader)
6211                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6212         else if (gl_combine.integer && r_textureunits.integer >= 2)
6213                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6214         else
6215                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6216         CHECKGLERROR
6217 }
6218
6219 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6220 {
6221         int i, j;
6222         int texturenumsurfaces, endsurface;
6223         texture_t *texture;
6224         msurface_t *surface;
6225         msurface_t *texturesurfacelist[1024];
6226
6227         // if the model is static it doesn't matter what value we give for
6228         // wantnormals and wanttangents, so this logic uses only rules applicable
6229         // to a model, knowing that they are meaningless otherwise
6230         if (ent == r_refdef.scene.worldentity)
6231                 RSurf_ActiveWorldEntity();
6232         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6233                 RSurf_ActiveModelEntity(ent, false, false);
6234         else
6235                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6236
6237         for (i = 0;i < numsurfaces;i = j)
6238         {
6239                 j = i + 1;
6240                 surface = rsurface.modelsurfaces + surfacelist[i];
6241                 texture = surface->texture;
6242                 R_UpdateTextureInfo(ent, texture);
6243                 rsurface.texture = texture->currentframe;
6244                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6245                 // scan ahead until we find a different texture
6246                 endsurface = min(i + 1024, numsurfaces);
6247                 texturenumsurfaces = 0;
6248                 texturesurfacelist[texturenumsurfaces++] = surface;
6249                 for (;j < endsurface;j++)
6250                 {
6251                         surface = rsurface.modelsurfaces + surfacelist[j];
6252                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6253                                 break;
6254                         texturesurfacelist[texturenumsurfaces++] = surface;
6255                 }
6256                 // render the range of surfaces
6257                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6258         }
6259         GL_AlphaTest(false);
6260 }
6261
6262 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6263 {
6264         CHECKGLERROR
6265         if (depthonly)
6266         {
6267                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6268                         return;
6269                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6270                         return;
6271                 RSurf_SetupDepthAndCulling();
6272                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6273                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6274         }
6275         else if (r_showsurfaces.integer)
6276         {
6277                 RSurf_SetupDepthAndCulling();
6278                 GL_DepthTest(true);
6279                 GL_BlendFunc(GL_ONE, GL_ZERO);
6280                 GL_DepthMask(true);
6281                 GL_AlphaTest(false);
6282                 R_Mesh_ColorPointer(NULL, 0, 0);
6283                 R_Mesh_ResetTextureState();
6284                 R_SetupGenericShader(false);
6285                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6286                 if (!r_refdef.view.showdebug)
6287                 {
6288                         GL_Color(0, 0, 0, 1);
6289                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6290                 }
6291                 else
6292                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6293         }
6294         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6295                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6296         else if (!rsurface.texture->currentnumlayers)
6297                 return;
6298         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6299         {
6300                 // transparent surfaces get pushed off into the transparent queue
6301                 int surfacelistindex;
6302                 const msurface_t *surface;
6303                 vec3_t tempcenter, center;
6304                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6305                 {
6306                         surface = texturesurfacelist[surfacelistindex];
6307                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6308                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6309                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6310                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6311                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6312                 }
6313         }
6314         else
6315         {
6316                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6317                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6318         }
6319         CHECKGLERROR
6320 }
6321
6322 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6323 {
6324         int i, j;
6325         texture_t *texture;
6326         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6327         if (addwaterplanes)
6328         {
6329                 for (i = 0;i < numsurfaces;i++)
6330                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6331                                 R_Water_AddWaterPlane(surfacelist[i]);
6332                 return;
6333         }
6334         // break the surface list down into batches by texture and use of lightmapping
6335         for (i = 0;i < numsurfaces;i = j)
6336         {
6337                 j = i + 1;
6338                 // texture is the base texture pointer, rsurface.texture is the
6339                 // current frame/skin the texture is directing us to use (for example
6340                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6341                 // use skin 1 instead)
6342                 texture = surfacelist[i]->texture;
6343                 rsurface.texture = texture->currentframe;
6344                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6345                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6346                 {
6347                         // if this texture is not the kind we want, skip ahead to the next one
6348                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6349                                 ;
6350                         continue;
6351                 }
6352                 // simply scan ahead until we find a different texture or lightmap state
6353                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6354                         ;
6355                 // render the range of surfaces
6356                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6357         }
6358 }
6359
6360 float locboxvertex3f[6*4*3] =
6361 {
6362         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6363         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6364         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6365         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6366         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6367         1,0,0, 0,0,0, 0,1,0, 1,1,0
6368 };
6369
6370 int locboxelement3i[6*2*3] =
6371 {
6372          0, 1, 2, 0, 2, 3,
6373          4, 5, 6, 4, 6, 7,
6374          8, 9,10, 8,10,11,
6375         12,13,14, 12,14,15,
6376         16,17,18, 16,18,19,
6377         20,21,22, 20,22,23
6378 };
6379
6380 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6381 {
6382         int i, j;
6383         cl_locnode_t *loc = (cl_locnode_t *)ent;
6384         vec3_t mins, size;
6385         float vertex3f[6*4*3];
6386         CHECKGLERROR
6387         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6388         GL_DepthMask(false);
6389         GL_DepthRange(0, 1);
6390         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6391         GL_DepthTest(true);
6392         GL_CullFace(GL_NONE);
6393         R_Mesh_Matrix(&identitymatrix);
6394
6395         R_Mesh_VertexPointer(vertex3f, 0, 0);
6396         R_Mesh_ColorPointer(NULL, 0, 0);
6397         R_Mesh_ResetTextureState();
6398         R_SetupGenericShader(false);
6399
6400         i = surfacelist[0];
6401         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6402                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6404                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6405
6406         if (VectorCompare(loc->mins, loc->maxs))
6407         {
6408                 VectorSet(size, 2, 2, 2);
6409                 VectorMA(loc->mins, -0.5f, size, mins);
6410         }
6411         else
6412         {
6413                 VectorCopy(loc->mins, mins);
6414                 VectorSubtract(loc->maxs, loc->mins, size);
6415         }
6416
6417         for (i = 0;i < 6*4*3;)
6418                 for (j = 0;j < 3;j++, i++)
6419                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6420
6421         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6422 }
6423
6424 void R_DrawLocs(void)
6425 {
6426         int index;
6427         cl_locnode_t *loc, *nearestloc;
6428         vec3_t center;
6429         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6430         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6431         {
6432                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6433                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6434         }
6435 }
6436
6437 void R_DrawDebugModel(entity_render_t *ent)
6438 {
6439         int i, j, k, l, flagsmask;
6440         const int *elements;
6441         q3mbrush_t *brush;
6442         msurface_t *surface;
6443         model_t *model = ent->model;
6444         vec3_t v;
6445
6446         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6447
6448         R_Mesh_ColorPointer(NULL, 0, 0);
6449         R_Mesh_ResetTextureState();
6450         R_SetupGenericShader(false);
6451         GL_DepthRange(0, 1);
6452         GL_DepthTest(!r_showdisabledepthtest.integer);
6453         GL_DepthMask(false);
6454         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455
6456         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6457         {
6458                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6459                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6460                 {
6461                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6462                         {
6463                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6464                                 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);
6465                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6466                         }
6467                 }
6468                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6469                 {
6470                         if (surface->num_collisiontriangles)
6471                         {
6472                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6473                                 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);
6474                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6475                         }
6476                 }
6477         }
6478
6479         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6480
6481         if (r_showtris.integer || r_shownormals.integer)
6482         {
6483                 if (r_showdisabledepthtest.integer)
6484                 {
6485                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6486                         GL_DepthMask(false);
6487                 }
6488                 else
6489                 {
6490                         GL_BlendFunc(GL_ONE, GL_ZERO);
6491                         GL_DepthMask(true);
6492                 }
6493                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6494                 {
6495                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6496                                 continue;
6497                         rsurface.texture = surface->texture->currentframe;
6498                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6499                         {
6500                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6501                                 if (r_showtris.value > 0)
6502                                 {
6503                                         if (!rsurface.texture->currentlayers->depthmask)
6504                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6505                                         else if (ent == r_refdef.scene.worldentity)
6506                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6507                                         else
6508                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6509                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6510                                         CHECKGLERROR
6511                                         qglBegin(GL_LINES);
6512                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6513                                         {
6514 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6515                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6516                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6517                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6518                                         }
6519                                         qglEnd();
6520                                         CHECKGLERROR
6521                                 }
6522                                 if (r_shownormals.value > 0)
6523                                 {
6524                                         qglBegin(GL_LINES);
6525                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6526                                         {
6527                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6528                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6529                                                 qglVertex3f(v[0], v[1], v[2]);
6530                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6531                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6532                                                 qglVertex3f(v[0], v[1], v[2]);
6533                                         }
6534                                         qglEnd();
6535                                         CHECKGLERROR
6536                                         qglBegin(GL_LINES);
6537                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6538                                         {
6539                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6540                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6541                                                 qglVertex3f(v[0], v[1], v[2]);
6542                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6543                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6544                                                 qglVertex3f(v[0], v[1], v[2]);
6545                                         }
6546                                         qglEnd();
6547                                         CHECKGLERROR
6548                                         qglBegin(GL_LINES);
6549                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6550                                         {
6551                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6552                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6553                                                 qglVertex3f(v[0], v[1], v[2]);
6554                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6555                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6556                                                 qglVertex3f(v[0], v[1], v[2]);
6557                                         }
6558                                         qglEnd();
6559                                         CHECKGLERROR
6560                                 }
6561                         }
6562                 }
6563                 rsurface.texture = NULL;
6564         }
6565 }
6566
6567 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6568 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6569 {
6570         int i, j, endj, f, flagsmask;
6571         msurface_t *surface;
6572         texture_t *t;
6573         model_t *model = r_refdef.scene.worldmodel;
6574         const int maxsurfacelist = 1024;
6575         int numsurfacelist = 0;
6576         msurface_t *surfacelist[1024];
6577         if (model == NULL)
6578                 return;
6579
6580         RSurf_ActiveWorldEntity();
6581
6582         // update light styles on this submodel
6583         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6584         {
6585                 model_brush_lightstyleinfo_t *style;
6586                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6587                 {
6588                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6589                         {
6590                                 msurface_t *surfaces = model->data_surfaces;
6591                                 int *list = style->surfacelist;
6592                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6593                                 for (j = 0;j < style->numsurfaces;j++)
6594                                         surfaces[list[j]].cached_dlight = true;
6595                         }
6596                 }
6597         }
6598
6599         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6600         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6601
6602         if (debug)
6603         {
6604                 R_DrawDebugModel(r_refdef.scene.worldentity);
6605                 return;
6606         }
6607
6608         f = 0;
6609         t = NULL;
6610         rsurface.uselightmaptexture = false;
6611         rsurface.texture = NULL;
6612         rsurface.rtlight = NULL;
6613         numsurfacelist = 0;
6614         j = model->firstmodelsurface;
6615         endj = j + model->nummodelsurfaces;
6616         while (j < endj)
6617         {
6618                 // quickly skip over non-visible surfaces
6619                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6620                         ;
6621                 // quickly iterate over visible surfaces
6622                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6623                 {
6624                         // process this surface
6625                         surface = model->data_surfaces + j;
6626                         // if this surface fits the criteria, add it to the list
6627                         if (surface->num_triangles)
6628                         {
6629                                 // if lightmap parameters changed, rebuild lightmap texture
6630                                 if (surface->cached_dlight)
6631                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6632                                 // add face to draw list
6633                                 surfacelist[numsurfacelist++] = surface;
6634                                 r_refdef.stats.world_triangles += surface->num_triangles;
6635                                 if (numsurfacelist >= maxsurfacelist)
6636                                 {
6637                                         r_refdef.stats.world_surfaces += numsurfacelist;
6638                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6639                                         numsurfacelist = 0;
6640                                 }
6641                         }
6642                 }
6643         }
6644         r_refdef.stats.world_surfaces += numsurfacelist;
6645         if (numsurfacelist)
6646                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6647         GL_AlphaTest(false);
6648 }
6649
6650 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6651 {
6652         int i, j, f, flagsmask;
6653         msurface_t *surface, *endsurface;
6654         texture_t *t;
6655         model_t *model = ent->model;
6656         const int maxsurfacelist = 1024;
6657         int numsurfacelist = 0;
6658         msurface_t *surfacelist[1024];
6659         if (model == NULL)
6660                 return;
6661
6662         // if the model is static it doesn't matter what value we give for
6663         // wantnormals and wanttangents, so this logic uses only rules applicable
6664         // to a model, knowing that they are meaningless otherwise
6665         if (ent == r_refdef.scene.worldentity)
6666                 RSurf_ActiveWorldEntity();
6667         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6668                 RSurf_ActiveModelEntity(ent, false, false);
6669         else
6670                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6671
6672         // update light styles
6673         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6674         {
6675                 model_brush_lightstyleinfo_t *style;
6676                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6677                 {
6678                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6679                         {
6680                                 msurface_t *surfaces = model->data_surfaces;
6681                                 int *list = style->surfacelist;
6682                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6683                                 for (j = 0;j < style->numsurfaces;j++)
6684                                         surfaces[list[j]].cached_dlight = true;
6685                         }
6686                 }
6687         }
6688
6689         R_UpdateAllTextureInfo(ent);
6690         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6691
6692         if (debug)
6693         {
6694                 R_DrawDebugModel(ent);
6695                 return;
6696         }
6697
6698         f = 0;
6699         t = NULL;
6700         rsurface.uselightmaptexture = false;
6701         rsurface.texture = NULL;
6702         rsurface.rtlight = NULL;
6703         numsurfacelist = 0;
6704         surface = model->data_surfaces + model->firstmodelsurface;
6705         endsurface = surface + model->nummodelsurfaces;
6706         for (;surface < endsurface;surface++)
6707         {
6708                 // if this surface fits the criteria, add it to the list
6709                 if (surface->num_triangles)
6710                 {
6711                         // if lightmap parameters changed, rebuild lightmap texture
6712                         if (surface->cached_dlight)
6713                                 R_BuildLightMap(ent, surface);
6714                         // add face to draw list
6715                         surfacelist[numsurfacelist++] = surface;
6716                         r_refdef.stats.entities_triangles += surface->num_triangles;
6717                         if (numsurfacelist >= maxsurfacelist)
6718                         {
6719                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6720                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6721                                 numsurfacelist = 0;
6722                         }
6723                 }
6724         }
6725         r_refdef.stats.entities_surfaces += numsurfacelist;
6726         if (numsurfacelist)
6727                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6728         GL_AlphaTest(false);
6729 }