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reduced memory usage of sound in Nexuiz by about 70MB by using shorter
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
61 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)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 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"};
65 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"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 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"};
68 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"};
69 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"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
75 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 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"};
91 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
96
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
105
106 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)"};
107
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 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)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 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)"};
115 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)"};
116 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)"};
117 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)"};
118 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)"};
119
120 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)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 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"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
125
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
130
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
138
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 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)"};
143
144 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"};
145
146 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"};
147
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
149
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 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"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
157
158 extern cvar_t v_glslgamma;
159
160 extern qboolean v_flipped_state;
161
162 static struct r_bloomstate_s
163 {
164         qboolean enabled;
165         qboolean hdr;
166
167         int bloomwidth, bloomheight;
168
169         int screentexturewidth, screentextureheight;
170         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
171
172         int bloomtexturewidth, bloomtextureheight;
173         rtexture_t *texture_bloom;
174
175         // arrays for rendering the screen passes
176         float screentexcoord2f[8];
177         float bloomtexcoord2f[8];
178         float offsettexcoord2f[8];
179
180         r_viewport_t viewport;
181 }
182 r_bloomstate;
183
184 r_waterstate_t r_waterstate;
185
186 /// shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 rtexture_t *r_texture_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
200
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
204
205 typedef struct r_qwskincache_s
206 {
207         char name[MAX_QPATH];
208         skinframe_t *skinframe;
209 }
210 r_qwskincache_t;
211
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
214
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
217 {
218         0, 0, 0,
219         1, 0, 0,
220         1, 1, 0,
221         0, 1, 0
222 };
223
224 extern void R_DrawModelShadows(void);
225
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = in[0] * r;
232                 out[1] = in[1] * g;
233                 out[2] = in[2] * b;
234                 out[3] = in[3];
235                 in += 4;
236                 out += 4;
237         }
238 }
239
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
241 {
242         int i;
243         for (i = 0;i < verts;i++)
244         {
245                 out[0] = r;
246                 out[1] = g;
247                 out[2] = b;
248                 out[3] = a;
249                 out += 4;
250         }
251 }
252
253 // FIXME: move this to client?
254 void FOG_clear(void)
255 {
256         if (gamemode == GAME_NEHAHRA)
257         {
258                 Cvar_Set("gl_fogenable", "0");
259                 Cvar_Set("gl_fogdensity", "0.2");
260                 Cvar_Set("gl_fogred", "0.3");
261                 Cvar_Set("gl_foggreen", "0.3");
262                 Cvar_Set("gl_fogblue", "0.3");
263         }
264         r_refdef.fog_density = 0;
265         r_refdef.fog_red = 0;
266         r_refdef.fog_green = 0;
267         r_refdef.fog_blue = 0;
268         r_refdef.fog_alpha = 1;
269         r_refdef.fog_start = 0;
270         r_refdef.fog_end = 16384;
271         r_refdef.fog_height = 1<<30;
272         r_refdef.fog_fadedepth = 128;
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 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);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// enable various extensions depending on permutation:\n"
456 "\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
459 "#endif\n"
460 "\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "#   extension GL_EXT_gpu_shader4 : enable\n"
464 "# endif\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "#   extension GL_ARB_texture_gather : enable\n"
467 "# else\n"
468 "#   ifdef GL_AMD_texture_texture4\n"
469 "#     extension GL_AMD_texture_texture4 : enable\n"
470 "#   endif\n"
471 "# endif\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
480 "#endif\n"
481 "\n"
482 "// common definitions between vertex shader and fragment shader:\n"
483 "\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
489 "//#else\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
494 "//#endif\n"
495 "\n"
496 "#ifdef USEFOGINSIDE\n"
497 "# define USEFOG\n"
498 "#else\n"
499 "# ifdef USEFOGOUTSIDE\n"
500 "#  define USEFOG\n"
501 "# endif\n"
502 "#endif\n"
503 "\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
505 "\n"
506 "# ifdef VERTEX_SHADER\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_Position = ftransform();\n"
510 "}\n"
511 "# endif\n"
512 "\n"
513 "#else\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_Position = ftransform();\n"
519 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
520 "}\n"
521 "# endif\n"
522 "# ifdef FRAGMENT_SHADER\n"
523 "void main(void)\n"
524 "{\n"
525 "       gl_FragColor = gl_Color;\n"
526 "}\n"
527 "# endif\n"
528 "\n"
529 "#else // !MODE_SHOWDEPTH\n"
530 "\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
533 "void main(void)\n"
534 "{\n"
535 "       gl_FrontColor = gl_Color;\n"
536 "       gl_Position = ftransform();\n"
537 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
538 "#ifdef USEBLOOM\n"
539 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
540 "#endif\n"
541 "}\n"
542 "# endif\n"
543 "# ifdef FRAGMENT_SHADER\n"
544 "\n"
545 "uniform sampler2D Texture_First;\n"
546 "#ifdef USEBLOOM\n"
547 "uniform sampler2D Texture_Second;\n"
548 "#endif\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
551 "#endif\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
554 "#endif\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
557 "#endif\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
568 "#ifdef USEBLOOM\n"
569 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "#endif\n"
571 "#ifdef USEVIEWTINT\n"
572 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
573 "#endif\n"
574 "\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
578 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
583 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
584 "#endif\n"
585 "\n"
586 "#ifdef USESATURATION\n"
587 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
597 "#endif\n"
598 "}\n"
599 "# endif\n"
600 "\n"
601 "\n"
602 "#else\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FrontColor = gl_Color;\n"
608 "#  ifdef USEDIFFUSE\n"
609 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
610 "#  endif\n"
611 "#  ifdef USESPECULAR\n"
612 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
613 "#  endif\n"
614 "       gl_Position = ftransform();\n"
615 "}\n"
616 "# endif\n"
617 "# ifdef FRAGMENT_SHADER\n"
618 "\n"
619 "#  ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
621 "#  endif\n"
622 "#  ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
624 "#  endif\n"
625 "\n"
626 "void main(void)\n"
627 "{\n"
628 "       gl_FragColor = gl_Color;\n"
629 "#  ifdef USEDIFFUSE\n"
630 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
631 "#  endif\n"
632 "\n"
633 "#  ifdef USESPECULAR\n"
634 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
635 "#  endif\n"
636 "#  ifdef USECOLORMAPPING\n"
637 "       gl_FragColor *= tex2;\n"
638 "#  endif\n"
639 "#  ifdef USEGLOW\n"
640 "       gl_FragColor += tex2;\n"
641 "#  endif\n"
642 "#  ifdef USEVERTEXTEXTUREBLEND\n"
643 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
644 "#  endif\n"
645 "}\n"
646 "# endif\n"
647 "\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FrontColor = gl_Color;\n"
654 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 "       gl_Position = ftransform();\n"
656 "}\n"
657 "# endif\n"
658 "# ifdef FRAGMENT_SHADER\n"
659 "\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
662 "\n"
663 "void main(void)\n"
664 "{\n"
665 "       int i;\n"
666 "       vec2 tc = gl_TexCoord[0].xy;\n"
667 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 "       tc += BloomBlur_Parameters.xy;\n"
669 "       for (i = 1;i < SAMPLES;i++)\n"
670 "       {\n"
671 "               color += texture2D(Texture_First, tc).rgb;\n"
672 "               tc += BloomBlur_Parameters.xy;\n"
673 "       }\n"
674 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
675 "}\n"
676 "# endif\n"
677 "\n"
678 "#else // !MODE_BLOOMBLUR\n"
679 "\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
683 "#endif\n"
684 "varying vec2 TexCoordLightmap;\n"
685 "\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
688 "#endif\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
692 "#endif\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
695 "#endif\n"
696 "\n"
697 "varying vec3 EyeVector;\n"
698 "#ifdef USEFOG\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
701 "#endif\n"
702 "\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
709 "#endif\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
712 "#endif\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
715 "#endif\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
723 "\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
728 "\n"
729 "// 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"
730 "\n"
731 "void main(void)\n"
732 "{\n"
733 "       gl_FrontColor = gl_Color;\n"
734 "       // copy the surface texcoord\n"
735 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
738 "#endif\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
742 "# endif\n"
743 "#endif\n"
744 "\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 "       // transform vertex position into light attenuation/cubemap space\n"
747 "       // (-1 to +1 across the light box)\n"
748 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
749 "\n"
750 "       // transform unnormalized light direction into tangent space\n"
751 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 "       //  normalize it per pixel)\n"
753 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
757 "#endif\n"
758 "\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
763 "#endif\n"
764 "\n"
765 "       // transform unnormalized eye direction into tangent space\n"
766 "#ifndef USEFOG\n"
767 "       vec3 EyeVectorModelSpace;\n"
768 "#endif\n"
769 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
773 "\n"
774 "#ifdef USEFOG\n"
775 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
776 "#endif\n"
777 "\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 "       VectorS = gl_MultiTexCoord1.xyz;\n"
780 "       VectorT = gl_MultiTexCoord2.xyz;\n"
781 "       VectorR = gl_MultiTexCoord3.xyz;\n"
782 "#endif\n"
783 "\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
788 "//#endif\n"
789 "\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
791 "       // rendering\n"
792 "       gl_Position = ftransform();\n"
793 "\n"
794 "#ifdef MODE_WATER\n"
795 "       ModelViewProjectionPosition = gl_Position;\n"
796 "#endif\n"
797 "#ifdef MODE_REFRACTION\n"
798 "       ModelViewProjectionPosition = gl_Position;\n"
799 "#endif\n"
800 "#ifdef USEREFLECTION\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "#endif\n"
803 "}\n"
804 "\n"
805 "#endif // VERTEX_SHADER\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
812 "\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
831 "\n"
832 "#define showshadowmap 0\n"
833 "\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
837 "# else\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
839 "# endif\n"
840 "#endif\n"
841 "\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
845 "# else\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
847 "# endif\n"
848 "#endif\n"
849 "\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
857 "# else\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
859 "# endif\n"
860 "#endif\n"
861 "\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
869 "\n"
870 "uniform myhalf4 TintColor;\n"
871 "\n"
872 "\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
881 "//#else\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//#  ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
889 "//#  endif\n"
890 "//# else\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
896 "//#  endif\n"
897 "//# endif\n"
898 "//#endif\n"
899 "\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
902 "\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
908 "\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
913 "\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
916 "{\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 "       // 14 sample relief mapping: linear search and then binary search\n"
919 "       // this basically steps forward a small amount repeatedly until it finds\n"
920 "       // itself inside solid, then jitters forward and back using decreasing\n"
921 "       // amounts to find the impact\n"
922 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 "       vec3 RT = vec3(TexCoord, 1);\n"
926 "       OffsetVector *= 0.1;\n"
927 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
937 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
938 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
939 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
941 "       return RT.xy;\n"
942 "#else\n"
943 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 "       // this basically moves forward the full distance, and then backs up based\n"
945 "       // on height of samples\n"
946 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 "       TexCoord += OffsetVector;\n"
950 "       OffsetVector *= 0.333;\n"
951 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 "       return TexCoord;\n"
955 "#endif\n"
956 "}\n"
957 "#endif // USEOFFSETMAPPING\n"
958 "\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
962 "#endif\n"
963 "\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
966 "{\n"
967 "       vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
969 "       vec2 tc;\n"
970 "       vec2 offset;\n"
971 "       float ma;\n"
972 "       if (adir.x > adir.y)\n"
973 "       {\n"
974 "               if (adir.x > adir.z) // X\n"
975 "               {\n"
976 "                       ma = adir.x;\n"
977 "                       tc = dir.zy;\n"
978 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
979 "               }\n"
980 "               else // Z\n"
981 "               {\n"
982 "                       ma = adir.z;\n"
983 "                       tc = dir.xy;\n"
984 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
985 "               }\n"
986 "       }\n"
987 "       else\n"
988 "       {\n"
989 "               if (adir.y > adir.z) // Y\n"
990 "               {\n"
991 "                       ma = adir.y;\n"
992 "                       tc = dir.xz;\n"
993 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
994 "               }\n"
995 "               else // Z\n"
996 "               {\n"
997 "                       ma = adir.z;\n"
998 "                       tc = dir.xy;\n"
999 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1000 "               }\n"
1001 "       }\n"
1002 "\n"
1003 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 "       stc.z += ShadowMap_Parameters.z;\n"
1006 "#  if showshadowmap\n"
1007 "       stc.xy *= ShadowMap_TextureScale;\n"
1008 "#  endif\n"
1009 "       return stc;\n"
1010 "# else\n"
1011 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 "       stc.z += ShadowMap_Parameters.z;\n"
1016 "#  if showshadowmap\n"
1017 "       stc.xy *= ShadowMap_TextureScale;\n"
1018 "#  endif\n"
1019 "       return stc;\n"
1020 "# endif\n"
1021 "}\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1023 "\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 adir = abs(dir);\n"
1028 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1029 "}\n"
1030 "#endif\n"
1031 "\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1035 "{\n"
1036 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1037 "       float f;\n"
1038 "#  ifdef USESHADOWSAMPLER\n"
1039 "\n"
1040 "#    ifdef USESHADOWMAPPCF\n"
1041 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1043 "#    else\n"
1044 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1045 "#    endif\n"
1046 "\n"
1047 "#  else\n"
1048 "\n"
1049 "#    ifdef USESHADOWMAPPCF\n"
1050 "#      if USESHADOWMAPPCF > 1\n"
1051 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1054 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1055 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1056 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1057 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "#      else\n"
1060 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 "    vec2 offset = fract(shadowmaptc.xy);\n"
1062 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1064 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1065 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1067 "#      endif\n"
1068 "#    else\n"
1069 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1070 "#    endif\n"
1071 "\n"
1072 "#  endif\n"
1073 "       return f;\n"
1074 "}\n"
1075 "# endif\n"
1076 "\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1079 "{\n"
1080 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1081 "    float f;\n"
1082 "\n"
1083 "#  ifdef USESHADOWSAMPLER\n"
1084 "#    ifdef USESHADOWMAPPCF\n"
1085 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1086 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1088 "#    else\n"
1089 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1090 "#    endif\n"
1091 "#  else\n"
1092 "#    ifdef USESHADOWMAPPCF\n"
1093 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "#      ifdef GL_ARB_texture_gather\n"
1095 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1096 "#      else\n"
1097 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1098 "#      endif\n"
1099 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 "    center *= ShadowMap_TextureScale;\n"
1101 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1104 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1105 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1108 "#     else\n"
1109 "#      ifdef GL_EXT_gpu_shader4\n"
1110 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1111 "#      else\n"
1112 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1113 "#      endif\n"
1114 "#      if USESHADOWMAPPCF > 1\n"
1115 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 "    center *= ShadowMap_TextureScale;\n"
1117 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1118 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1119 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1120 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1121 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1123 "#      else\n"
1124 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1127 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1128 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1130 "#      endif\n"
1131 "#     endif\n"
1132 "#    else\n"
1133 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1134 "#    endif\n"
1135 "#  endif\n"
1136 "    return f;\n"
1137 "}\n"
1138 "# endif\n"
1139 "\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1142 "{\n"
1143 "    // apply depth texture cubemap as light filter\n"
1144 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1145 "    float f;\n"
1146 "#  ifdef USESHADOWSAMPLER\n"
1147 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1148 "#  else\n"
1149 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1150 "#  endif\n"
1151 "    return f;\n"
1152 "}\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef MODE_WATER\n"
1157 "\n"
1158 "// water pass\n"
1159 "void main(void)\n"
1160 "{\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 "       // apply offsetmapping\n"
1163 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1165 "#endif\n"
1166 "\n"
1167 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 "       // FIXME temporary hack to detect the case that the reflection\n"
1172 "       // gets blackened at edges due to leaving the area that contains actual\n"
1173 "       // content.\n"
1174 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1175 "       // 'appening.\n"
1176 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1188 "}\n"
1189 "\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1192 "\n"
1193 "// refraction pass\n"
1194 "void main(void)\n"
1195 "{\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 "       // apply offsetmapping\n"
1198 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1200 "#endif\n"
1201 "\n"
1202 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 "       // FIXME temporary hack to detect the case that the reflection\n"
1207 "       // gets blackened at edges due to leaving the area that contains actual\n"
1208 "       // content.\n"
1209 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1210 "       // 'appening.\n"
1211 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1217 "}\n"
1218 "\n"
1219 "#else // !MODE_REFRACTION\n"
1220 "void main(void)\n"
1221 "{\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 "       // apply offsetmapping\n"
1224 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1226 "#endif\n"
1227 "\n"
1228 "       // combine the diffuse textures (base, pants, shirt)\n"
1229 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1232 "#endif\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1238 "       color.a = 1.0;\n"
1239 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1240 "#endif\n"
1241 "\n"
1242 "#ifdef USEDIFFUSE\n"
1243 "       // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "#  ifdef USESPECULAR\n"
1247 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1248 "#  endif\n"
1249 "# else\n"
1250 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "#  ifdef USESPECULAR\n"
1252 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1253 "#  endif\n"
1254 "# endif\n"
1255 "#endif\n"
1256 "\n"
1257 "\n"
1258 "\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 "       // light source\n"
1261 "\n"
1262 "       // calculate surface normal, light normal, and specular normal\n"
1263 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1264 "       // scale by light color and attenuation as efficiently as possible\n"
1265 "       // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 "       // get the light normal\n"
1268 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1269 "# endif\n"
1270 "# ifdef USESPECULAR\n"
1271 "#  ifndef USEEXACTSPECULARMATH\n"
1272 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1273 "\n"
1274 "#  endif\n"
1275 "       // calculate directional shading\n"
1276 "#  ifdef USEEXACTSPECULARMATH\n"
1277 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1278 "#  else\n"
1279 "       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"
1280 "#  endif\n"
1281 "# else\n"
1282 "#  ifdef USEDIFFUSE\n"
1283 "       // calculate directional shading\n"
1284 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1285 "#  else\n"
1286 "       // calculate directionless shading\n"
1287 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1288 "#  endif\n"
1289 "# endif\n"
1290 "\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1294 "#endif\n"
1295 "#endif\n"
1296 "\n"
1297 "# ifdef USECUBEFILTER\n"
1298 "       // apply light cubemap filter\n"
1299 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1301 "# endif\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 "       // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 "       // get the light normal\n"
1311 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1312 "# endif\n"
1313 "# ifdef USESPECULAR\n"
1314 "       // calculate directional shading\n"
1315 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "#  ifdef USEEXACTSPECULARMATH\n"
1317 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1318 "#  else\n"
1319 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1321 "#  endif\n"
1322 "# else\n"
1323 "#  ifdef USEDIFFUSE\n"
1324 "\n"
1325 "       // calculate directional shading\n"
1326 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1327 "#  else\n"
1328 "       color.rgb *= AmbientColor;\n"
1329 "#  endif\n"
1330 "# endif\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1332 "\n"
1333 "\n"
1334 "\n"
1335 "\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1338 "\n"
1339 "       // get the light normal\n"
1340 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 "       myhalf3 diffusenormal;\n"
1342 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "#  ifdef USEEXACTSPECULARMATH\n"
1358 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1359 "#  else\n"
1360 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1362 "#  endif\n"
1363 "# endif\n"
1364 "\n"
1365 "       // apply lightmap color\n"
1366 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1374 "\n"
1375 "       // get the light normal\n"
1376 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "#  ifdef USEEXACTSPECULARMATH\n"
1381 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1382 "#  else\n"
1383 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1385 "#  endif\n"
1386 "# endif\n"
1387 "\n"
1388 "       // apply lightmap color\n"
1389 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1391 "\n"
1392 "\n"
1393 "\n"
1394 "\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 "       // apply lightmap color\n"
1397 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1399 "\n"
1400 "\n"
1401 "\n"
1402 "\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 "       // apply lightmap color\n"
1405 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1413 "\n"
1414 "\n"
1415 "\n"
1416 "\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "       color *= TintColor;\n"
1421 "\n"
1422 "#ifdef USEGLOW\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1425 "#else\n"
1426 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1427 "#endif\n"
1428 "#endif\n"
1429 "\n"
1430 "       color.rgb *= SceneBrightness;\n"
1431 "\n"
1432 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1433 "#ifdef USEFOG\n"
1434 "       float fogfrac;\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1437 "#else\n"
1438 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1439 "#endif\n"
1440 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1441 "//     if (FogPlaneViewDist >= 0.0)\n"
1442 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1443 "//     else\n"
1444 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "//     if (FogPlaneViewDist >= 0.0)\n"
1447 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1448 "//     else\n"
1449 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1454 "\n"
1455 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 "       //float fade = -0.5/128.0;\n"
1457 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1465 "//# endif\n"
1466 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1467 "#endif\n"
1468 "\n"
1469 "       // 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"
1470 "#ifdef USEREFLECTION\n"
1471 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 "       // FIXME temporary hack to detect the case that the reflection\n"
1476 "       // gets blackened at edges due to leaving the area that contains actual\n"
1477 "       // content.\n"
1478 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1479 "       // 'appening.\n"
1480 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1486 "#endif\n"
1487 "\n"
1488 "       gl_FragColor = vec4(color);\n"
1489 "\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "#  ifdef USESHADOWSAMPLER\n"
1493 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1494 "#  else\n"
1495 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1496 "#  endif\n"
1497 "# endif\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "#  ifdef USESHADOWSAMPLER\n"
1500 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1501 "#  else\n"
1502 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1503 "#  endif\n"
1504 "# endif\n"
1505 "\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "#  ifdef USESHADOWSAMPLER\n"
1508 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1509 "#  else\n"
1510 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1511 "#  endif\n"
1512 "# endif\n"
1513 "#endif\n"
1514 "}\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1517 "\n"
1518 "#endif // FRAGMENT_SHADER\n"
1519 "\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1525 ;
1526
1527 typedef struct shaderpermutationinfo_s
1528 {
1529         const char *pretext;
1530         const char *name;
1531 }
1532 shaderpermutationinfo_t;
1533
1534 typedef struct shadermodeinfo_s
1535 {
1536         const char *vertexfilename;
1537         const char *geometryfilename;
1538         const char *fragmentfilename;
1539         const char *pretext;
1540         const char *name;
1541 }
1542 shadermodeinfo_t;
1543
1544 typedef enum shaderpermutation_e
1545 {
1546         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1572 }
1573 shaderpermutation_t;
1574
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1577 {
1578         {"#define USEDIFFUSE\n", " diffuse"},
1579         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580         {"#define USEVIEWTINT\n", " viewtint"},
1581         {"#define USECOLORMAPPING\n", " colormapping"},
1582         {"#define USESATURATION\n", " saturation"},
1583         {"#define USEFOGINSIDE\n", " foginside"},
1584         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585         {"#define USEGAMMARAMPS\n", " gammaramps"},
1586         {"#define USECUBEFILTER\n", " cubefilter"},
1587         {"#define USEGLOW\n", " glow"},
1588         {"#define USEBLOOM\n", " bloom"},
1589         {"#define USESPECULAR\n", " specular"},
1590         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592         {"#define USEREFLECTION\n", " reflection"},
1593         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1602 };
1603
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1606 {
1607         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1620         SHADERMODE_COUNT
1621 }
1622 shadermode_t;
1623
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1626 {
1627         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1640 };
1641
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1644 {
1645         /// hash lookup data
1646         struct r_glsl_permutation_s *hashnext;
1647         unsigned int mode;
1648         unsigned int permutation;
1649
1650         /// indicates if we have tried compiling this permutation already
1651         qboolean compiled;
1652         /// 0 if compilation failed
1653         int program;
1654         /// locations of detected uniforms in program object, or -1 if not found
1655         int loc_Texture_First;
1656         int loc_Texture_Second;
1657         int loc_Texture_GammaRamps;
1658         int loc_Texture_Normal;
1659         int loc_Texture_Color;
1660         int loc_Texture_Gloss;
1661         int loc_Texture_Glow;
1662         int loc_Texture_SecondaryNormal;
1663         int loc_Texture_SecondaryColor;
1664         int loc_Texture_SecondaryGloss;
1665         int loc_Texture_SecondaryGlow;
1666         int loc_Texture_Pants;
1667         int loc_Texture_Shirt;
1668         int loc_Texture_FogMask;
1669         int loc_Texture_Lightmap;
1670         int loc_Texture_Deluxemap;
1671         int loc_Texture_Attenuation;
1672         int loc_Texture_Cube;
1673         int loc_Texture_Refraction;
1674         int loc_Texture_Reflection;
1675         int loc_Texture_ShadowMapRect;
1676         int loc_Texture_ShadowMapCube;
1677         int loc_Texture_ShadowMap2D;
1678         int loc_Texture_CubeProjection;
1679         int loc_FogColor;
1680         int loc_LightPosition;
1681         int loc_EyePosition;
1682         int loc_Color_Pants;
1683         int loc_Color_Shirt;
1684         int loc_FogPlane;
1685         int loc_FogPlaneViewDist;
1686         int loc_FogRangeRecip;
1687         int loc_FogHeightFade;
1688         int loc_AmbientScale;
1689         int loc_DiffuseScale;
1690         int loc_SpecularScale;
1691         int loc_SpecularPower;
1692         int loc_GlowColor;
1693         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694         int loc_OffsetMapping_Scale;
1695         int loc_TintColor;
1696         int loc_AmbientColor;
1697         int loc_DiffuseColor;
1698         int loc_SpecularColor;
1699         int loc_LightDir;
1700         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701         int loc_GammaCoeff; ///< 1 / gamma
1702         int loc_DistortScaleRefractReflect;
1703         int loc_ScreenScaleRefractReflect;
1704         int loc_ScreenCenterRefractReflect;
1705         int loc_RefractColor;
1706         int loc_ReflectColor;
1707         int loc_ReflectFactor;
1708         int loc_ReflectOffset;
1709         int loc_UserVec1;
1710         int loc_UserVec2;
1711         int loc_UserVec3;
1712         int loc_UserVec4;
1713         int loc_ClientTime;
1714         int loc_PixelSize;
1715         int loc_Saturation;
1716         int loc_ShadowMap_TextureScale;
1717         int loc_ShadowMap_Parameters;
1718 }
1719 r_glsl_permutation_t;
1720
1721 #define SHADERPERMUTATION_HASHSIZE 256
1722
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1729
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1731 {
1732         //unsigned int hashdepth = 0;
1733         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734         r_glsl_permutation_t *p;
1735         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1736         {
1737                 if (p->mode == mode && p->permutation == permutation)
1738                 {
1739                         //if (hashdepth > 10)
1740                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1741                         return p;
1742                 }
1743                 //hashdepth++;
1744         }
1745         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1746         p->mode = mode;
1747         p->permutation = permutation;
1748         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749         r_glsl_permutationhash[mode][hashindex] = p;
1750         //if (hashdepth > 10)
1751         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1752         return p;
1753 }
1754
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1756 {
1757         char *shaderstring;
1758         if (!filename || !filename[0])
1759                 return NULL;
1760         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1761         if (shaderstring)
1762         {
1763                 if (printfromdisknotice)
1764                         Con_DPrint("from disk... ");
1765                 return shaderstring;
1766         }
1767         else if (!strcmp(filename, "glsl/default.glsl"))
1768         {
1769                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1771         }
1772         return shaderstring;
1773 }
1774
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1776 {
1777         int i;
1778         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779         int vertstrings_count = 0;
1780         int geomstrings_count = 0;
1781         int fragstrings_count = 0;
1782         char *vertexstring, *geometrystring, *fragmentstring;
1783         const char *vertstrings_list[32+3];
1784         const char *geomstrings_list[32+3];
1785         const char *fragstrings_list[32+3];
1786         char permutationname[256];
1787
1788         if (p->compiled)
1789                 return;
1790         p->compiled = true;
1791         p->program = 0;
1792
1793         permutationname[0] = 0;
1794         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1797
1798         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1799
1800         // the first pretext is which type of shader to compile as
1801         // (later these will all be bound together as a program object)
1802         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1805
1806         // the second pretext is the mode (for example a light source)
1807         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1811
1812         // now add all the permutation pretexts
1813         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1814         {
1815                 if (permutation & (1<<i))
1816                 {
1817                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1821                 }
1822                 else
1823                 {
1824                         // keep line numbers correct
1825                         vertstrings_list[vertstrings_count++] = "\n";
1826                         geomstrings_list[geomstrings_count++] = "\n";
1827                         fragstrings_list[fragstrings_count++] = "\n";
1828                 }
1829         }
1830
1831         // now append the shader text itself
1832         vertstrings_list[vertstrings_count++] = vertexstring;
1833         geomstrings_list[geomstrings_count++] = geometrystring;
1834         fragstrings_list[fragstrings_count++] = fragmentstring;
1835
1836         // if any sources were NULL, clear the respective list
1837         if (!vertexstring)
1838                 vertstrings_count = 0;
1839         if (!geometrystring)
1840                 geomstrings_count = 0;
1841         if (!fragmentstring)
1842                 fragstrings_count = 0;
1843
1844         // compile the shader program
1845         if (vertstrings_count + geomstrings_count + fragstrings_count)
1846                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1847         if (p->program)
1848         {
1849                 CHECKGLERROR
1850                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851                 // look up all the uniform variable names we care about, so we don't
1852                 // have to look them up every time we set them
1853                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1854                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1855                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1858                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1877                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1878                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1879                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1880                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1881                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1883                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1887                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1889                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1890                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1891                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1894                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1895                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1897                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1898                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1903                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1904                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1908                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1909                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1910                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1911                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1912                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1913                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1914                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916                 // initialize the samplers to refer to the texture units we use
1917                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1918                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1919                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1920                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1921                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1922                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1923                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1924                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1928                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1929                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1930                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1931                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1932                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1933                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1934                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1935                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1936                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1937                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1938                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1939                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1940                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1941                 CHECKGLERROR
1942                 if (developer.integer)
1943                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1944         }
1945         else
1946                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1947
1948         // free the strings
1949         if (vertexstring)
1950                 Mem_Free(vertexstring);
1951         if (geometrystring)
1952                 Mem_Free(geometrystring);
1953         if (fragmentstring)
1954                 Mem_Free(fragmentstring);
1955 }
1956
1957 void R_GLSL_Restart_f(void)
1958 {
1959         unsigned int i, limit;
1960         r_glsl_permutation_t *p;
1961         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962         for (i = 0;i < limit;i++)
1963         {
1964                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1965                 {
1966                         GL_Backend_FreeProgram(p->program);
1967                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1968                 }
1969         }
1970         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1971 }
1972
1973 void R_GLSL_DumpShader_f(void)
1974 {
1975         int i;
1976
1977         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1978         if(!file)
1979         {
1980                 Con_Printf("failed to write to glsl/default.glsl\n");
1981                 return;
1982         }
1983
1984         FS_Print(file, "/* The engine may define the following macros:\n");
1985         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986         for (i = 0;i < SHADERMODE_COUNT;i++)
1987                 FS_Print(file, shadermodeinfo[i].pretext);
1988         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989                 FS_Print(file, shaderpermutationinfo[i].pretext);
1990         FS_Print(file, "*/\n");
1991         FS_Print(file, builtinshaderstring);
1992         FS_Close(file);
1993
1994         Con_Printf("glsl/default.glsl written\n");
1995 }
1996
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1998 {
1999         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000         if (r_glsl_permutation != perm)
2001         {
2002                 r_glsl_permutation = perm;
2003                 if (!r_glsl_permutation->program)
2004                 {
2005                         if (!r_glsl_permutation->compiled)
2006                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2007                         if (!r_glsl_permutation->program)
2008                         {
2009                                 // remove features until we find a valid permutation
2010                                 int i;
2011                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2012                                 {
2013                                         // reduce i more quickly whenever it would not remove any bits
2014                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015                                         if (!(permutation & j))
2016                                                 continue;
2017                                         permutation -= j;
2018                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019                                         if (!r_glsl_permutation->compiled)
2020                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2021                                         if (r_glsl_permutation->program)
2022                                                 break;
2023                                 }
2024                                 if (i >= SHADERPERMUTATION_COUNT)
2025                                 {
2026                                         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");
2027                                         Cvar_SetValueQuick(&r_glsl, 0);
2028                                         R_GLSL_Restart_f(); // unload shaders
2029                                         return; // no bit left to clear
2030                                 }
2031                         }
2032                 }
2033                 CHECKGLERROR
2034                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2035         }
2036 }
2037
2038 void R_SetupGenericShader(qboolean usetexture)
2039 {
2040         if (gl_support_fragment_shader)
2041         {
2042                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044                 else if (r_glsl_permutation)
2045                 {
2046                         r_glsl_permutation = NULL;
2047                         qglUseProgramObjectARB(0);CHECKGLERROR
2048                 }
2049         }
2050 }
2051
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2053 {
2054         if (gl_support_fragment_shader)
2055         {
2056                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2058                 else if (r_glsl_permutation)
2059                 {
2060                         r_glsl_permutation = NULL;
2061                         qglUseProgramObjectARB(0);CHECKGLERROR
2062                 }
2063         }
2064         if (!r_glsl_permutation)
2065         {
2066                 if (texturemode == GL_DECAL && gl_combine.integer)
2067                         texturemode = GL_INTERPOLATE_ARB;
2068                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2069         }
2070 }
2071
2072 void R_SetupDepthOrShadowShader(void)
2073 {
2074         if (gl_support_fragment_shader)
2075         {
2076                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078                 else if (r_glsl_permutation)
2079                 {
2080                         r_glsl_permutation = NULL;
2081                         qglUseProgramObjectARB(0);CHECKGLERROR
2082                 }
2083         }
2084 }
2085
2086 void R_SetupShowDepthShader(void)
2087 {
2088         if (gl_support_fragment_shader)
2089         {
2090                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092                 else if (r_glsl_permutation)
2093                 {
2094                         r_glsl_permutation = NULL;
2095                         qglUseProgramObjectARB(0);CHECKGLERROR
2096                 }
2097         }
2098 }
2099
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2112 {
2113         // select a permutation of the lighting shader appropriate to this
2114         // combination of texture, entity, light source, and fogging, only use the
2115         // minimum features necessary to avoid wasting rendering time in the
2116         // fragment shader on features that are not being used
2117         unsigned int permutation = 0;
2118         unsigned int mode = 0;
2119         // TODO: implement geometry-shader based shadow volumes someday
2120         if (r_glsl_offsetmapping.integer)
2121         {
2122                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123                 if (r_glsl_offsetmapping_reliefmapping.integer)
2124                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2125         }
2126         if (rsurfacepass == RSURFPASS_BACKGROUND)
2127         {
2128                 // distorted background
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130                         mode = SHADERMODE_WATER;
2131                 else
2132                         mode = SHADERMODE_REFRACTION;
2133         }
2134         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2135         {
2136                 // light source
2137                 mode = SHADERMODE_LIGHTSOURCE;
2138                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2142                 if (diffusescale > 0)
2143                         permutation |= SHADERPERMUTATION_DIFFUSE;
2144                 if (specularscale > 0)
2145                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146                 if (r_refdef.fogenabled)
2147                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148                 if (rsurface.texture->colormapping)
2149                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2150                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2151                 {
2152                         if (r_shadow_usingshadowmaprect)
2153                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154                         if (r_shadow_usingshadowmap2d)
2155                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156                         if (r_shadow_usingshadowmapcube)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158                         else if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168         }
2169         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2170         {
2171                 // unshaded geometry (fullbright or ambient model lighting)
2172                 mode = SHADERMODE_FLATCOLOR;
2173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176                         permutation |= SHADERPERMUTATION_GLOW;
2177                 if (r_refdef.fogenabled)
2178                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179                 if (rsurface.texture->colormapping)
2180                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2181                 if (r_glsl_offsetmapping.integer)
2182                 {
2183                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                         if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                 }
2187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188                         permutation |= SHADERPERMUTATION_REFLECTION;
2189         }
2190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2191         {
2192                 // directional model lighting
2193                 mode = SHADERMODE_LIGHTDIRECTION;
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197                         permutation |= SHADERPERMUTATION_GLOW;
2198                 permutation |= SHADERPERMUTATION_DIFFUSE;
2199                 if (specularscale > 0)
2200                         permutation |= SHADERPERMUTATION_SPECULAR;
2201                 if (r_refdef.fogenabled)
2202                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203                 if (rsurface.texture->colormapping)
2204                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206                         permutation |= SHADERPERMUTATION_REFLECTION;
2207         }
2208         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2209         {
2210                 // ambient model lighting
2211                 mode = SHADERMODE_LIGHTDIRECTION;
2212                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215                         permutation |= SHADERPERMUTATION_GLOW;
2216                 if (r_refdef.fogenabled)
2217                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218                 if (rsurface.texture->colormapping)
2219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2220                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221                         permutation |= SHADERPERMUTATION_REFLECTION;
2222         }
2223         else
2224         {
2225                 // lightmapped wall
2226                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2227                 {
2228                         // deluxemapping (light direction texture)
2229                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2231                         else
2232                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233                         permutation |= SHADERPERMUTATION_DIFFUSE;
2234                         if (specularscale > 0)
2235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2236                 }
2237                 else if (r_glsl_deluxemapping.integer >= 2)
2238                 {
2239                         // fake deluxemapping (uniform light direction in tangentspace)
2240                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241                         permutation |= SHADERPERMUTATION_DIFFUSE;
2242                         if (specularscale > 0)
2243                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244                 }
2245                 else if (rsurface.uselightmaptexture)
2246                 {
2247                         // ordinary lightmapping (q1bsp, q3bsp)
2248                         mode = SHADERMODE_LIGHTMAP;
2249                 }
2250                 else
2251                 {
2252                         // ordinary vertex coloring (q3bsp)
2253                         mode = SHADERMODE_VERTEXCOLOR;
2254                 }
2255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 if (r_refdef.fogenabled)
2260                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261                 if (rsurface.texture->colormapping)
2262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264                         permutation |= SHADERPERMUTATION_REFLECTION;
2265         }
2266         if(permutation & SHADERPERMUTATION_SPECULAR)
2267                 if(r_shadow_glossexact.integer)
2268                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269         R_SetupShader_SetPermutation(mode, permutation);
2270         if (mode == SHADERMODE_LIGHTSOURCE)
2271         {
2272                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2274                 {
2275                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279                 }
2280                 else
2281                 {
2282                         // ambient only is simpler
2283                         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]);
2284                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2287                 }
2288                 // additive passes are only darkened by fog, not tinted
2289                 if (r_glsl_permutation->loc_FogColor >= 0)
2290                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2292                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293         }
2294         else
2295         {
2296                 if (mode == SHADERMODE_LIGHTDIRECTION)
2297                 {
2298                         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);
2299                         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);
2300                         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);
2301                         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]);
2302                 }
2303                 else
2304                 {
2305                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2308                 }
2309                 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]);
2310                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311                 // additive passes are only darkened by fog, not tinted
2312                 if (r_glsl_permutation->loc_FogColor >= 0)
2313                 {
2314                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2316                         else
2317                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2318                 }
2319                 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);
2320                 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]);
2321                 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]);
2322                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2326         }
2327         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329         if (r_glsl_permutation->loc_Color_Pants >= 0)
2330         {
2331                 if (rsurface.texture->currentskinframe->pants)
2332                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2333                 else
2334                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2335         }
2336         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2337         {
2338                 if (rsurface.texture->currentskinframe->shirt)
2339                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2340                 else
2341                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2342         }
2343         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2344         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2348         {
2349                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350         }
2351         else
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2354         }
2355         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356         CHECKGLERROR
2357 }
2358
2359 #define SKINFRAME_HASH 1024
2360
2361 typedef struct
2362 {
2363         int loadsequence; // incremented each level change
2364         memexpandablearray_t array;
2365         skinframe_t *hash[SKINFRAME_HASH];
2366 }
2367 r_skinframe_t;
2368 r_skinframe_t r_skinframe;
2369
2370 void R_SkinFrame_PrepareForPurge(void)
2371 {
2372         r_skinframe.loadsequence++;
2373         // wrap it without hitting zero
2374         if (r_skinframe.loadsequence >= 200)
2375                 r_skinframe.loadsequence = 1;
2376 }
2377
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 {
2380         if (!skinframe)
2381                 return;
2382         // mark the skinframe as used for the purging code
2383         skinframe->loadsequence = r_skinframe.loadsequence;
2384 }
2385
2386 void R_SkinFrame_Purge(void)
2387 {
2388         int i;
2389         skinframe_t *s;
2390         for (i = 0;i < SKINFRAME_HASH;i++)
2391         {
2392                 for (s = r_skinframe.hash[i];s;s = s->next)
2393                 {
2394                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2395                         {
2396                                 if (s->merged == s->base)
2397                                         s->merged = NULL;
2398                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2400                                 R_PurgeTexture(s->merged);s->merged = NULL;
2401                                 R_PurgeTexture(s->base  );s->base   = NULL;
2402                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2403                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2404                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2405                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2406                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2407                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2408                                 s->loadsequence = 0;
2409                         }
2410                 }
2411         }
2412 }
2413
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2415         skinframe_t *item;
2416         char basename[MAX_QPATH];
2417
2418         Image_StripImageExtension(name, basename, sizeof(basename));
2419
2420         if( last == NULL ) {
2421                 int hashindex;
2422                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423                 item = r_skinframe.hash[hashindex];
2424         } else {
2425                 item = last->next;
2426         }
2427
2428         // linearly search through the hash bucket
2429         for( ; item ; item = item->next ) {
2430                 if( !strcmp( item->basename, basename ) ) {
2431                         return item;
2432                 }
2433         }
2434         return NULL;
2435 }
2436
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 {
2439         skinframe_t *item;
2440         int hashindex;
2441         char basename[MAX_QPATH];
2442
2443         Image_StripImageExtension(name, basename, sizeof(basename));
2444
2445         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448                         break;
2449
2450         if (!item) {
2451                 rtexture_t *dyntexture;
2452                 // check whether its a dynamic texture
2453                 dyntexture = CL_GetDynTexture( basename );
2454                 if (!add && !dyntexture)
2455                         return NULL;
2456                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457                 memset(item, 0, sizeof(*item));
2458                 strlcpy(item->basename, basename, sizeof(item->basename));
2459                 item->base = dyntexture; // either NULL or dyntexture handle
2460                 item->textureflags = textureflags;
2461                 item->comparewidth = comparewidth;
2462                 item->compareheight = compareheight;
2463                 item->comparecrc = comparecrc;
2464                 item->next = r_skinframe.hash[hashindex];
2465                 r_skinframe.hash[hashindex] = item;
2466         }
2467         else if( item->base == NULL )
2468         {
2469                 rtexture_t *dyntexture;
2470                 // check whether its a dynamic texture
2471                 // 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]
2472                 dyntexture = CL_GetDynTexture( basename );
2473                 item->base = dyntexture; // either NULL or dyntexture handle
2474         }
2475
2476         R_SkinFrame_MarkUsed(item);
2477         return item;
2478 }
2479
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2481         { \
2482                 unsigned long long avgcolor[5], wsum; \
2483                 int pix, comp, w; \
2484                 avgcolor[0] = 0; \
2485                 avgcolor[1] = 0; \
2486                 avgcolor[2] = 0; \
2487                 avgcolor[3] = 0; \
2488                 avgcolor[4] = 0; \
2489                 wsum = 0; \
2490                 for(pix = 0; pix < cnt; ++pix) \
2491                 { \
2492                         w = 0; \
2493                         for(comp = 0; comp < 3; ++comp) \
2494                                 w += getpixel; \
2495                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2496                         { \
2497                                 ++wsum; \
2498                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2499                                 w = getpixel; \
2500                                 for(comp = 0; comp < 3; ++comp) \
2501                                         avgcolor[comp] += getpixel * w; \
2502                                 avgcolor[3] += w; \
2503                         } \
2504                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505                         avgcolor[4] += getpixel; \
2506                 } \
2507                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2508                         avgcolor[3] = 1; \
2509                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2513         }
2514
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2516 {
2517         // FIXME: it should be possible to disable loading various layers using
2518         // cvars, to prevent wasted loading time and memory usage if the user does
2519         // not want them
2520         qboolean loadnormalmap = true;
2521         qboolean loadgloss = true;
2522         qboolean loadpantsandshirt = true;
2523         qboolean loadglow = true;
2524         int j;
2525         unsigned char *pixels;
2526         unsigned char *bumppixels;
2527         unsigned char *basepixels = NULL;
2528         int basepixels_width;
2529         int basepixels_height;
2530         skinframe_t *skinframe;
2531
2532         if (has_alpha)
2533                 *has_alpha = false;
2534
2535         if (cls.state == ca_dedicated)
2536                 return NULL;
2537
2538         // return an existing skinframe if already loaded
2539         // if loading of the first image fails, don't make a new skinframe as it
2540         // would cause all future lookups of this to be missing
2541         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542         if (skinframe && skinframe->base)
2543                 return skinframe;
2544
2545         basepixels = loadimagepixelsbgra(name, complain, true);
2546         if (basepixels == NULL)
2547                 return NULL;
2548
2549         if (developer_loading.integer)
2550                 Con_Printf("loading skin \"%s\"\n", name);
2551
2552         // we've got some pixels to store, so really allocate this new texture now
2553         if (!skinframe)
2554                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555         skinframe->stain = NULL;
2556         skinframe->merged = NULL;
2557         skinframe->base = r_texture_notexture;
2558         skinframe->pants = NULL;
2559         skinframe->shirt = NULL;
2560         skinframe->nmap = r_texture_blanknormalmap;
2561         skinframe->gloss = NULL;
2562         skinframe->glow = NULL;
2563         skinframe->fog = NULL;
2564
2565         basepixels_width = image_width;
2566         basepixels_height = image_height;
2567         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);
2568
2569         if (textureflags & TEXF_ALPHA)
2570         {
2571                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572                         if (basepixels[j] < 255)
2573                                 break;
2574                 if (j < basepixels_width * basepixels_height * 4)
2575                 {
2576                         // has transparent pixels
2577                         if (has_alpha)
2578                                 *has_alpha = true;
2579                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580                         for (j = 0;j < image_width * image_height * 4;j += 4)
2581                         {
2582                                 pixels[j+0] = 255;
2583                                 pixels[j+1] = 255;
2584                                 pixels[j+2] = 255;
2585                                 pixels[j+3] = basepixels[j+3];
2586                         }
2587                         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);
2588                         Mem_Free(pixels);
2589                 }
2590         }
2591
2592         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2594
2595         // _norm is the name used by tenebrae and has been adopted as standard
2596         if (loadnormalmap)
2597         {
2598                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2599                 {
2600                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601                         Mem_Free(pixels);
2602                         pixels = NULL;
2603                 }
2604                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2605                 {
2606                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2609                         Mem_Free(pixels);
2610                         Mem_Free(bumppixels);
2611                 }
2612                 else if (r_shadow_bumpscale_basetexture.value > 0)
2613                 {
2614                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2617                         Mem_Free(pixels);
2618                 }
2619         }
2620         // _luma is supported for tenebrae compatibility
2621         // (I think it's a very stupid name, but oh well)
2622         // _glow is the preferred name
2623         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;}
2624         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;}
2625         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;}
2626         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;}
2627
2628         if (basepixels)
2629                 Mem_Free(basepixels);
2630
2631         return skinframe;
2632 }
2633
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2635 {
2636         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2637 }
2638
2639 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)
2640 {
2641         int i;
2642         if (!force)
2643         {
2644                 for (i = 0;i < width*height;i++)
2645                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2646                                 break;
2647                 if (i == width*height)
2648                         return NULL;
2649         }
2650         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2651 }
2652
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2655 {
2656         int i;
2657         unsigned char *temp1, *temp2;
2658         skinframe_t *skinframe;
2659
2660         if (cls.state == ca_dedicated)
2661                 return NULL;
2662
2663         // if already loaded just return it, otherwise make a new skinframe
2664         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665         if (skinframe && skinframe->base)
2666                 return skinframe;
2667
2668         skinframe->stain = NULL;
2669         skinframe->merged = NULL;
2670         skinframe->base = r_texture_notexture;
2671         skinframe->pants = NULL;
2672         skinframe->shirt = NULL;
2673         skinframe->nmap = r_texture_blanknormalmap;
2674         skinframe->gloss = NULL;
2675         skinframe->glow = NULL;
2676         skinframe->fog = NULL;
2677
2678         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2679         if (!skindata)
2680                 return NULL;
2681
2682         if (developer_loading.integer)
2683                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2684
2685         if (r_shadow_bumpscale_basetexture.value > 0)
2686         {
2687                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688                 temp2 = temp1 + width * height * 4;
2689                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2691                 Mem_Free(temp1);
2692         }
2693         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694         if (textureflags & TEXF_ALPHA)
2695         {
2696                 for (i = 3;i < width * height * 4;i += 4)
2697                         if (skindata[i] < 255)
2698                                 break;
2699                 if (i < width * height * 4)
2700                 {
2701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702                         memcpy(fogpixels, skindata, width * height * 4);
2703                         for (i = 0;i < width * height * 4;i += 4)
2704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706                         Mem_Free(fogpixels);
2707                 }
2708         }
2709
2710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2712
2713         return skinframe;
2714 }
2715
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2717 {
2718         int i;
2719         unsigned char *temp1, *temp2;
2720         unsigned int *palette;
2721         skinframe_t *skinframe;
2722
2723         if (cls.state == ca_dedicated)
2724                 return NULL;
2725
2726         // if already loaded just return it, otherwise make a new skinframe
2727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728         if (skinframe && skinframe->base)
2729                 return skinframe;
2730
2731         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2732
2733         skinframe->stain = NULL;
2734         skinframe->merged = NULL;
2735         skinframe->base = r_texture_notexture;
2736         skinframe->pants = NULL;
2737         skinframe->shirt = NULL;
2738         skinframe->nmap = r_texture_blanknormalmap;
2739         skinframe->gloss = NULL;
2740         skinframe->glow = NULL;
2741         skinframe->fog = NULL;
2742
2743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2744         if (!skindata)
2745                 return NULL;
2746
2747         if (developer_loading.integer)
2748                 Con_Printf("loading quake skin \"%s\"\n", name);
2749
2750         if (r_shadow_bumpscale_basetexture.value > 0)
2751         {
2752                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753                 temp2 = temp1 + width * height * 4;
2754                 // use either a custom palette or the quake palette
2755                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2758                 Mem_Free(temp1);
2759         }
2760         // use either a custom palette, or the quake palette
2761         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762         if (loadglowtexture)
2763                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764         if (loadpantsandshirt)
2765         {
2766                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2768         }
2769         if (skinframe->pants || skinframe->shirt)
2770                 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
2771         if (textureflags & TEXF_ALPHA)
2772         {
2773                 for (i = 0;i < width * height;i++)
2774                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2775                                 break;
2776                 if (i < width * height)
2777                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2778         }
2779
2780         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2782
2783         return skinframe;
2784 }
2785
2786 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2787 {
2788         int i;
2789         skinframe_t *skinframe;
2790
2791         if (cls.state == ca_dedicated)
2792                 return NULL;
2793
2794         // if already loaded just return it, otherwise make a new skinframe
2795         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796         if (skinframe && skinframe->base)
2797                 return skinframe;
2798
2799         skinframe->stain = NULL;
2800         skinframe->merged = NULL;
2801         skinframe->base = r_texture_notexture;
2802         skinframe->pants = NULL;
2803         skinframe->shirt = NULL;
2804         skinframe->nmap = r_texture_blanknormalmap;
2805         skinframe->gloss = NULL;
2806         skinframe->glow = NULL;
2807         skinframe->fog = NULL;
2808
2809         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2810         if (!skindata)
2811                 return NULL;
2812
2813         if (developer_loading.integer)
2814                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2815
2816         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817         if (textureflags & TEXF_ALPHA)
2818         {
2819                 for (i = 0;i < width * height;i++)
2820                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2821                                 break;
2822                 if (i < width * height)
2823                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2824         }
2825
2826         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2828
2829         return skinframe;
2830 }
2831
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2833 {
2834         skinframe_t *skinframe;
2835
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838
2839         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840         skinframe->stain = NULL;
2841         skinframe->merged = NULL;
2842         skinframe->base = r_texture_notexture;
2843         skinframe->pants = NULL;
2844         skinframe->shirt = NULL;
2845         skinframe->nmap = r_texture_blanknormalmap;
2846         skinframe->gloss = NULL;
2847         skinframe->glow = NULL;
2848         skinframe->fog = NULL;
2849
2850         skinframe->avgcolor[0] = rand() / RAND_MAX;
2851         skinframe->avgcolor[1] = rand() / RAND_MAX;
2852         skinframe->avgcolor[2] = rand() / RAND_MAX;
2853         skinframe->avgcolor[3] = 1;
2854
2855         return skinframe;
2856 }
2857
2858 void R_Main_FreeViewCache(void)
2859 {
2860         if (r_refdef.viewcache.entityvisible)
2861                 Mem_Free(r_refdef.viewcache.entityvisible);
2862         if (r_refdef.viewcache.world_pvsbits)
2863                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864         if (r_refdef.viewcache.world_leafvisible)
2865                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866         if (r_refdef.viewcache.world_surfacevisible)
2867                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2869 }
2870
2871 void R_Main_ResizeViewCache(void)
2872 {
2873         int numentities = r_refdef.scene.numentities;
2874         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2876         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2877         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2878         if (r_refdef.viewcache.maxentities < numentities)
2879         {
2880                 r_refdef.viewcache.maxentities = numentities;
2881                 if (r_refdef.viewcache.entityvisible)
2882                         Mem_Free(r_refdef.viewcache.entityvisible);
2883                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2884         }
2885         if (r_refdef.viewcache.world_numclusters != numclusters)
2886         {
2887                 r_refdef.viewcache.world_numclusters = numclusters;
2888                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2889                 if (r_refdef.viewcache.world_pvsbits)
2890                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2891                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2892         }
2893         if (r_refdef.viewcache.world_numleafs != numleafs)
2894         {
2895                 r_refdef.viewcache.world_numleafs = numleafs;
2896                 if (r_refdef.viewcache.world_leafvisible)
2897                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2898                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2899         }
2900         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2901         {
2902                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2903                 if (r_refdef.viewcache.world_surfacevisible)
2904                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2905                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2906         }
2907 }
2908
2909 void gl_main_start(void)
2910 {
2911         r_numqueries = 0;
2912         r_maxqueries = 0;
2913         memset(r_queries, 0, sizeof(r_queries));
2914
2915         r_qwskincache = NULL;
2916         r_qwskincache_size = 0;
2917
2918         // set up r_skinframe loading system for textures
2919         memset(&r_skinframe, 0, sizeof(r_skinframe));
2920         r_skinframe.loadsequence = 1;
2921         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2922
2923         r_main_texturepool = R_AllocTexturePool();
2924         R_BuildBlankTextures();
2925         R_BuildNoTexture();
2926         if (gl_texturecubemap)
2927         {
2928                 R_BuildWhiteCube();
2929                 R_BuildNormalizationCube();
2930         }
2931         r_texture_fogattenuation = NULL;
2932         r_texture_gammaramps = NULL;
2933         //r_texture_fogintensity = NULL;
2934         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2935         memset(&r_waterstate, 0, sizeof(r_waterstate));
2936         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2937         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2938         memset(&r_svbsp, 0, sizeof (r_svbsp));
2939
2940         r_refdef.fogmasktable_density = 0;
2941 }
2942
2943 extern rtexture_t *loadingscreentexture;
2944 void gl_main_shutdown(void)
2945 {
2946         R_Main_FreeViewCache();
2947
2948         if (r_maxqueries)
2949                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2950
2951         r_numqueries = 0;
2952         r_maxqueries = 0;
2953         memset(r_queries, 0, sizeof(r_queries));
2954
2955         r_qwskincache = NULL;
2956         r_qwskincache_size = 0;
2957
2958         // clear out the r_skinframe state
2959         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2960         memset(&r_skinframe, 0, sizeof(r_skinframe));
2961
2962         if (r_svbsp.nodes)
2963                 Mem_Free(r_svbsp.nodes);
2964         memset(&r_svbsp, 0, sizeof (r_svbsp));
2965         R_FreeTexturePool(&r_main_texturepool);
2966         loadingscreentexture = NULL;
2967         r_texture_blanknormalmap = NULL;
2968         r_texture_white = NULL;
2969         r_texture_grey128 = NULL;
2970         r_texture_black = NULL;
2971         r_texture_whitecube = NULL;
2972         r_texture_normalizationcube = NULL;
2973         r_texture_fogattenuation = NULL;
2974         r_texture_gammaramps = NULL;
2975         //r_texture_fogintensity = NULL;
2976         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2977         memset(&r_waterstate, 0, sizeof(r_waterstate));
2978         R_GLSL_Restart_f();
2979 }
2980
2981 extern void CL_ParseEntityLump(char *entitystring);
2982 void gl_main_newmap(void)
2983 {
2984         // FIXME: move this code to client
2985         int l;
2986         char *entities, entname[MAX_QPATH];
2987         if (r_qwskincache)
2988                 Mem_Free(r_qwskincache);
2989         r_qwskincache = NULL;
2990         r_qwskincache_size = 0;
2991         if (cl.worldmodel)
2992         {
2993                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2994                 l = (int)strlen(entname) - 4;
2995                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2996                 {
2997                         memcpy(entname + l, ".ent", 5);
2998                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2999                         {
3000                                 CL_ParseEntityLump(entities);
3001                                 Mem_Free(entities);
3002                                 return;
3003                         }
3004                 }
3005                 if (cl.worldmodel->brush.entities)
3006                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3007         }
3008         R_Main_FreeViewCache();
3009 }
3010
3011 void GL_Main_Init(void)
3012 {
3013         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3014
3015         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3016         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3017         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3018         if (gamemode == GAME_NEHAHRA)
3019         {
3020                 Cvar_RegisterVariable (&gl_fogenable);
3021                 Cvar_RegisterVariable (&gl_fogdensity);
3022                 Cvar_RegisterVariable (&gl_fogred);
3023                 Cvar_RegisterVariable (&gl_foggreen);
3024                 Cvar_RegisterVariable (&gl_fogblue);
3025                 Cvar_RegisterVariable (&gl_fogstart);
3026                 Cvar_RegisterVariable (&gl_fogend);
3027                 Cvar_RegisterVariable (&gl_skyclip);
3028         }
3029         Cvar_RegisterVariable(&r_motionblur);
3030         Cvar_RegisterVariable(&r_motionblur_maxblur);
3031         Cvar_RegisterVariable(&r_motionblur_bmin);
3032         Cvar_RegisterVariable(&r_motionblur_vmin);
3033         Cvar_RegisterVariable(&r_motionblur_vmax);
3034         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3035         Cvar_RegisterVariable(&r_motionblur_randomize);
3036         Cvar_RegisterVariable(&r_damageblur);
3037         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3038         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3039         Cvar_RegisterVariable(&r_equalize_entities_by);
3040         Cvar_RegisterVariable(&r_equalize_entities_to);
3041         Cvar_RegisterVariable(&r_animcache);
3042         Cvar_RegisterVariable(&r_depthfirst);
3043         Cvar_RegisterVariable(&r_useinfinitefarclip);
3044         Cvar_RegisterVariable(&r_farclip_base);
3045         Cvar_RegisterVariable(&r_farclip_world);
3046         Cvar_RegisterVariable(&r_nearclip);
3047         Cvar_RegisterVariable(&r_showbboxes);
3048         Cvar_RegisterVariable(&r_showsurfaces);
3049         Cvar_RegisterVariable(&r_showtris);
3050         Cvar_RegisterVariable(&r_shownormals);
3051         Cvar_RegisterVariable(&r_showlighting);
3052         Cvar_RegisterVariable(&r_showshadowvolumes);
3053         Cvar_RegisterVariable(&r_showcollisionbrushes);
3054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3055         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3056         Cvar_RegisterVariable(&r_showdisabledepthtest);
3057         Cvar_RegisterVariable(&r_drawportals);
3058         Cvar_RegisterVariable(&r_drawentities);
3059         Cvar_RegisterVariable(&r_cullentities_trace);
3060         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3061         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3062         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3063         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3064         Cvar_RegisterVariable(&r_drawviewmodel);
3065         Cvar_RegisterVariable(&r_speeds);
3066         Cvar_RegisterVariable(&r_fullbrights);
3067         Cvar_RegisterVariable(&r_wateralpha);
3068         Cvar_RegisterVariable(&r_dynamic);
3069         Cvar_RegisterVariable(&r_fullbright);
3070         Cvar_RegisterVariable(&r_shadows);
3071         Cvar_RegisterVariable(&r_shadows_darken);
3072         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3073         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3074         Cvar_RegisterVariable(&r_shadows_throwdistance);
3075         Cvar_RegisterVariable(&r_shadows_throwdirection);
3076         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3077         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3078         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3079         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3080         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3081         Cvar_RegisterVariable(&r_fog_exp2);
3082         Cvar_RegisterVariable(&r_drawfog);
3083         Cvar_RegisterVariable(&r_textureunits);
3084         Cvar_RegisterVariable(&r_glsl);
3085         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3086         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3087         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3088         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3089         Cvar_RegisterVariable(&r_glsl_postprocess);
3090         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3091         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3092         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3093         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3094         Cvar_RegisterVariable(&r_glsl_usegeneric);
3095         Cvar_RegisterVariable(&r_water);
3096         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3097         Cvar_RegisterVariable(&r_water_clippingplanebias);
3098         Cvar_RegisterVariable(&r_water_refractdistort);
3099         Cvar_RegisterVariable(&r_water_reflectdistort);
3100         Cvar_RegisterVariable(&r_lerpsprites);
3101         Cvar_RegisterVariable(&r_lerpmodels);
3102         Cvar_RegisterVariable(&r_lerplightstyles);
3103         Cvar_RegisterVariable(&r_waterscroll);
3104         Cvar_RegisterVariable(&r_bloom);
3105         Cvar_RegisterVariable(&r_bloom_colorscale);
3106         Cvar_RegisterVariable(&r_bloom_brighten);
3107         Cvar_RegisterVariable(&r_bloom_blur);
3108         Cvar_RegisterVariable(&r_bloom_resolution);
3109         Cvar_RegisterVariable(&r_bloom_colorexponent);
3110         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3111         Cvar_RegisterVariable(&r_hdr);
3112         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3113         Cvar_RegisterVariable(&r_hdr_glowintensity);
3114         Cvar_RegisterVariable(&r_hdr_range);
3115         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3116         Cvar_RegisterVariable(&developer_texturelogging);
3117         Cvar_RegisterVariable(&gl_lightmaps);
3118         Cvar_RegisterVariable(&r_test);
3119         Cvar_RegisterVariable(&r_batchmode);
3120         Cvar_RegisterVariable(&r_glsl_saturation);
3121         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3122                 Cvar_SetValue("r_fullbrights", 0);
3123         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3124
3125         Cvar_RegisterVariable(&r_track_sprites);
3126         Cvar_RegisterVariable(&r_track_sprites_flags);
3127         Cvar_RegisterVariable(&r_track_sprites_scalew);
3128         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3129 }
3130
3131 extern void R_Textures_Init(void);
3132 extern void GL_Draw_Init(void);
3133 extern void GL_Main_Init(void);
3134 extern void R_Shadow_Init(void);
3135 extern void R_Sky_Init(void);
3136 extern void GL_Surf_Init(void);
3137 extern void R_Particles_Init(void);
3138 extern void R_Explosion_Init(void);
3139 extern void gl_backend_init(void);
3140 extern void Sbar_Init(void);
3141 extern void R_LightningBeams_Init(void);
3142 extern void Mod_RenderInit(void);
3143
3144 void Render_Init(void)
3145 {
3146         gl_backend_init();
3147         R_Textures_Init();
3148         GL_Main_Init();
3149         GL_Draw_Init();
3150         R_Shadow_Init();
3151         R_Sky_Init();
3152         GL_Surf_Init();
3153         Sbar_Init();
3154         R_Particles_Init();
3155         R_Explosion_Init();
3156         R_LightningBeams_Init();
3157         Mod_RenderInit();
3158 }
3159
3160 /*
3161 ===============
3162 GL_Init
3163 ===============
3164 */
3165 extern char *ENGINE_EXTENSIONS;
3166 void GL_Init (void)
3167 {
3168         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3169         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3170         gl_version = (const char *)qglGetString(GL_VERSION);
3171         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3172
3173         if (!gl_extensions)
3174                 gl_extensions = "";
3175         if (!gl_platformextensions)
3176                 gl_platformextensions = "";
3177
3178         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3179         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3180         Con_Printf("GL_VERSION: %s\n", gl_version);
3181         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3182         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3183
3184         VID_CheckExtensions();
3185
3186         // LordHavoc: report supported extensions
3187         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3188
3189         // clear to black (loading plaque will be seen over this)
3190         CHECKGLERROR
3191         qglClearColor(0,0,0,1);CHECKGLERROR
3192         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3193 }
3194
3195 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3196 {
3197         int i;
3198         mplane_t *p;
3199         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3200         {
3201                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3202                 if (i == 4)
3203                         continue;
3204                 p = r_refdef.view.frustum + i;
3205                 switch(p->signbits)
3206                 {
3207                 default:
3208                 case 0:
3209                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3210                                 return true;
3211                         break;
3212                 case 1:
3213                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3214                                 return true;
3215                         break;
3216                 case 2:
3217                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3218                                 return true;
3219                         break;
3220                 case 3:
3221                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3222                                 return true;
3223                         break;
3224                 case 4:
3225                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3226                                 return true;
3227                         break;
3228                 case 5:
3229                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3230                                 return true;
3231                         break;
3232                 case 6:
3233                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3234                                 return true;
3235                         break;
3236                 case 7:
3237                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3238                                 return true;
3239                         break;
3240                 }
3241         }
3242         return false;
3243 }
3244
3245 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3246 {
3247         int i;
3248         const mplane_t *p;
3249         for (i = 0;i < numplanes;i++)
3250         {
3251                 p = planes + i;
3252                 switch(p->signbits)
3253                 {
3254                 default:
3255                 case 0:
3256                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3257                                 return true;
3258                         break;
3259                 case 1:
3260                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3261                                 return true;
3262                         break;
3263                 case 2:
3264                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3265                                 return true;
3266                         break;
3267                 case 3:
3268                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3269                                 return true;
3270                         break;
3271                 case 4:
3272                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3273                                 return true;
3274                         break;
3275                 case 5:
3276                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3277                                 return true;
3278                         break;
3279                 case 6:
3280                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3281                                 return true;
3282                         break;
3283                 case 7:
3284                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3285                                 return true;
3286                         break;
3287                 }
3288         }
3289         return false;
3290 }
3291
3292 //==================================================================================
3293
3294 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3295
3296 /**
3297  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3298  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3299  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3300  */
3301
3302 typedef struct r_animcache_entity_s
3303 {
3304         float *vertex3f;
3305         float *normal3f;
3306         float *svector3f;
3307         float *tvector3f;
3308         int maxvertices;
3309         qboolean wantnormals;
3310         qboolean wanttangents;
3311 }
3312 r_animcache_entity_t;
3313
3314 typedef struct r_animcache_s
3315 {
3316         r_animcache_entity_t entity[MAX_EDICTS];
3317         int maxindex;
3318         int currentindex;
3319 }
3320 r_animcache_t;
3321
3322 static r_animcache_t r_animcachestate;
3323
3324 void R_AnimCache_Free(void)
3325 {
3326         int idx;
3327         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3328         {
3329                 r_animcachestate.entity[idx].maxvertices = 0;
3330                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3331                 r_animcachestate.entity[idx].vertex3f = NULL;
3332                 r_animcachestate.entity[idx].normal3f = NULL;
3333                 r_animcachestate.entity[idx].svector3f = NULL;
3334                 r_animcachestate.entity[idx].tvector3f = NULL;
3335         }
3336         r_animcachestate.currentindex = 0;
3337         r_animcachestate.maxindex = 0;
3338 }
3339
3340 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3341 {
3342         int arraySize;
3343         float *base;
3344         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3345
3346         if (cache->maxvertices >= numvertices)
3347                 return;
3348
3349         // Release existing memory
3350         if (cache->vertex3f)
3351                 Mem_Free(cache->vertex3f);
3352
3353         // Pad by 1024 verts
3354         cache->maxvertices = (numvertices + 1023) & ~1023;
3355         arraySize = cache->maxvertices * 3;
3356
3357         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3358         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3359         r_animcachestate.entity[cacheIdx].vertex3f = base;
3360         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3361         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3362         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3363
3364 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3365 }
3366
3367 void R_AnimCache_NewFrame(void)
3368 {
3369         int i;
3370
3371         if (r_animcache.integer && r_drawentities.integer)
3372                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3373         else if (r_animcachestate.maxindex)
3374                 R_AnimCache_Free();
3375
3376         r_animcachestate.currentindex = 0;
3377
3378         for (i = 0;i < r_refdef.scene.numentities;i++)
3379                 r_refdef.scene.entities[i]->animcacheindex = -1;
3380 }
3381
3382 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3383 {
3384         dp_model_t *model = ent->model;
3385         r_animcache_entity_t *c;
3386         // see if it's already cached this frame
3387         if (ent->animcacheindex >= 0)
3388         {
3389                 // add normals/tangents if needed
3390                 c = r_animcachestate.entity + ent->animcacheindex;
3391                 if (c->wantnormals)
3392                         wantnormals = false;
3393                 if (c->wanttangents)
3394                         wanttangents = false;
3395                 if (wantnormals || wanttangents)
3396                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3397         }
3398         else
3399         {
3400                 // see if this ent is worth caching
3401                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3402                         return false;
3403                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3404                         return false;
3405                 // assign it a cache entry and make sure the arrays are big enough
3406                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3407                 ent->animcacheindex = r_animcachestate.currentindex++;
3408                 c = r_animcachestate.entity + ent->animcacheindex;
3409                 c->wantnormals = wantnormals;
3410                 c->wanttangents = wanttangents;
3411                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3412         }
3413         return true;
3414 }
3415
3416 void R_AnimCache_CacheVisibleEntities(void)
3417 {
3418         int i;
3419         qboolean wantnormals;
3420         qboolean wanttangents;
3421
3422         if (!r_animcachestate.maxindex)
3423                 return;
3424
3425         wantnormals = !r_showsurfaces.integer;
3426         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3427
3428         // TODO: thread this?
3429
3430         for (i = 0;i < r_refdef.scene.numentities;i++)
3431         {
3432                 if (!r_refdef.viewcache.entityvisible[i])
3433                         continue;
3434                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3435         }
3436 }
3437
3438 //==================================================================================
3439
3440 static void R_View_UpdateEntityLighting (void)
3441 {
3442         int i;
3443         entity_render_t *ent;
3444         vec3_t tempdiffusenormal, avg;
3445         vec_t f, fa, fd, fdd;
3446
3447         for (i = 0;i < r_refdef.scene.numentities;i++)
3448         {
3449                 ent = r_refdef.scene.entities[i];
3450
3451                 // skip unseen models
3452                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3453                         continue;
3454
3455                 // skip bsp models
3456                 if (ent->model && ent->model->brush.num_leafs)
3457                 {
3458                         // TODO: use modellight for r_ambient settings on world?
3459                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3460                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3461                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3462                         continue;
3463                 }
3464
3465                 // fetch the lighting from the worldmodel data
3466                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3467                 VectorClear(ent->modellight_diffuse);
3468                 VectorClear(tempdiffusenormal);
3469                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3470                 {
3471                         vec3_t org;
3472                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3473                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3474                         if(ent->flags & RENDER_EQUALIZE)
3475                         {
3476                                 // first fix up ambient lighting...
3477                                 if(r_equalize_entities_minambient.value > 0)
3478                                 {
3479                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3480                                         if(fd > 0)
3481                                         {
3482                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3483                                                 if(fa < r_equalize_entities_minambient.value * fd)
3484                                                 {
3485                                                         // solve:
3486                                                         //   fa'/fd' = minambient
3487                                                         //   fa'+0.25*fd' = fa+0.25*fd
3488                                                         //   ...
3489                                                         //   fa' = fd' * minambient
3490                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3491                                                         //   ...
3492                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3493                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3494                                                         //   ...
3495                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3496                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3497                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3498                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3499                                                 }
3500                                         }
3501                                 }
3502
3503                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3504                                 {
3505                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3506                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3507                                         if(f > 0)
3508                                         {
3509                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3510                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3511                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3512                                         }
3513                                 }
3514                         }
3515                 }
3516                 else // highly rare
3517                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3518
3519                 // move the light direction into modelspace coordinates for lighting code
3520                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3521                 if(VectorLength2(ent->modellight_lightdir) == 0)
3522                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3523                 VectorNormalize(ent->modellight_lightdir);
3524         }
3525 }
3526
3527 #define MAX_LINEOFSIGHTTRACES 64
3528
3529 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3530 {
3531         int i;
3532         vec3_t boxmins, boxmaxs;
3533         vec3_t start;
3534         vec3_t end;
3535         dp_model_t *model = r_refdef.scene.worldmodel;
3536         
3537         if (!model || !model->brush.TraceLineOfSight)
3538                 return true;
3539
3540         // expand the box a little
3541         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3542         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3543         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3544         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3545         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3546         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3547
3548         // try center
3549         VectorCopy(eye, start);
3550         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3551         if (model->brush.TraceLineOfSight(model, start, end))
3552                 return true;
3553
3554         // try various random positions
3555         for (i = 0;i < numsamples;i++)
3556         {
3557                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3558                 if (model->brush.TraceLineOfSight(model, start, end))
3559                         return true;
3560         }
3561
3562         return false;
3563 }
3564
3565
3566 static void R_View_UpdateEntityVisible (void)
3567 {
3568         int i;
3569         int renderimask;
3570         int samples;
3571         entity_render_t *ent;
3572
3573         if (!r_drawentities.integer)
3574                 return;
3575
3576         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3577         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3578         {
3579                 // worldmodel can check visibility
3580                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3581                 for (i = 0;i < r_refdef.scene.numentities;i++)
3582                 {
3583                         ent = r_refdef.scene.entities[i];
3584                         if (!(ent->flags & renderimask))
3585                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3586                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3587                                 r_refdef.viewcache.entityvisible[i] = true;
3588                 }
3589                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3590                 {
3591                         for (i = 0;i < r_refdef.scene.numentities;i++)
3592                         {
3593                                 ent = r_refdef.scene.entities[i];
3594                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3595                                 {
3596                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3597                                         if (samples < 0)
3598                                                 continue; // temp entities do pvs only
3599                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3600                                                 ent->last_trace_visibility = realtime;
3601                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3602                                                 r_refdef.viewcache.entityvisible[i] = 0;
3603                                 }
3604                         }
3605                 }
3606         }
3607         else
3608         {
3609                 // no worldmodel or it can't check visibility
3610                 for (i = 0;i < r_refdef.scene.numentities;i++)
3611                 {
3612                         ent = r_refdef.scene.entities[i];
3613                         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));
3614                 }
3615         }
3616 }
3617
3618 /// only used if skyrendermasked, and normally returns false
3619 int R_DrawBrushModelsSky (void)
3620 {
3621         int i, sky;
3622         entity_render_t *ent;
3623
3624         if (!r_drawentities.integer)
3625                 return false;
3626
3627         sky = false;
3628         for (i = 0;i < r_refdef.scene.numentities;i++)
3629         {
3630                 if (!r_refdef.viewcache.entityvisible[i])
3631                         continue;
3632                 ent = r_refdef.scene.entities[i];
3633                 if (!ent->model || !ent->model->DrawSky)
3634                         continue;
3635                 ent->model->DrawSky(ent);
3636                 sky = true;
3637         }
3638         return sky;
3639 }
3640
3641 static void R_DrawNoModel(entity_render_t *ent);
3642 static void R_DrawModels(void)
3643 {
3644         int i;
3645         entity_render_t *ent;
3646
3647         if (!r_drawentities.integer)
3648                 return;
3649
3650         for (i = 0;i < r_refdef.scene.numentities;i++)
3651         {
3652                 if (!r_refdef.viewcache.entityvisible[i])
3653                         continue;
3654                 ent = r_refdef.scene.entities[i];
3655                 r_refdef.stats.entities++;
3656                 if (ent->model && ent->model->Draw != NULL)
3657                         ent->model->Draw(ent);
3658                 else
3659                         R_DrawNoModel(ent);
3660         }
3661 }
3662
3663 static void R_DrawModelsDepth(void)
3664 {
3665         int i;
3666         entity_render_t *ent;
3667
3668         if (!r_drawentities.integer)
3669                 return;
3670
3671         for (i = 0;i < r_refdef.scene.numentities;i++)
3672         {
3673                 if (!r_refdef.viewcache.entityvisible[i])
3674                         continue;
3675                 ent = r_refdef.scene.entities[i];
3676                 if (ent->model && ent->model->DrawDepth != NULL)
3677                         ent->model->DrawDepth(ent);
3678         }
3679 }
3680
3681 static void R_DrawModelsDebug(void)
3682 {
3683         int i;
3684         entity_render_t *ent;
3685
3686         if (!r_drawentities.integer)
3687                 return;
3688
3689         for (i = 0;i < r_refdef.scene.numentities;i++)
3690         {
3691                 if (!r_refdef.viewcache.entityvisible[i])
3692                         continue;
3693                 ent = r_refdef.scene.entities[i];
3694                 if (ent->model && ent->model->DrawDebug != NULL)
3695                         ent->model->DrawDebug(ent);
3696         }
3697 }
3698
3699 static void R_DrawModelsAddWaterPlanes(void)
3700 {
3701         int i;
3702         entity_render_t *ent;
3703
3704         if (!r_drawentities.integer)
3705                 return;
3706
3707         for (i = 0;i < r_refdef.scene.numentities;i++)
3708         {
3709                 if (!r_refdef.viewcache.entityvisible[i])
3710                         continue;
3711                 ent = r_refdef.scene.entities[i];
3712                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3713                         ent->model->DrawAddWaterPlanes(ent);
3714         }
3715 }
3716
3717 static void R_DrawModelDecals_Entity(entity_render_t *ent);
3718 static void R_DrawModelDecals(void)
3719 {
3720         int i;
3721         entity_render_t *ent;
3722
3723         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
3724
3725         if (!r_drawentities.integer || r_showsurfaces.integer)
3726                 return;
3727
3728         for (i = 0;i < r_refdef.scene.numentities;i++)
3729         {
3730                 if (!r_refdef.viewcache.entityvisible[i])
3731                         continue;
3732                 ent = r_refdef.scene.entities[i];
3733                 r_refdef.stats.entities++;
3734                 if (ent->decalsystem.numdecals)
3735                         R_DrawModelDecals_Entity(ent);
3736         }
3737 }
3738
3739 static void R_View_SetFrustum(void)
3740 {
3741         int i;
3742         double slopex, slopey;
3743         vec3_t forward, left, up, origin;
3744
3745         // we can't trust r_refdef.view.forward and friends in reflected scenes
3746         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3747
3748 #if 0
3749         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3750         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3751         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3752         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3753         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3754         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3755         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3756         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3757         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3758         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3759         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3760         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3761 #endif
3762
3763 #if 0
3764         zNear = r_refdef.nearclip;
3765         nudge = 1.0 - 1.0 / (1<<23);
3766         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3767         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3768         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3769         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3770         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3771         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3772         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3773         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3774 #endif
3775
3776
3777
3778 #if 0
3779         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3780         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3781         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3782         r_refdef.view.frustum[0].dist = m[15] - m[12];
3783
3784         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3785         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3786         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3787         r_refdef.view.frustum[1].dist = m[15] + m[12];
3788
3789         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3790         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3791         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3792         r_refdef.view.frustum[2].dist = m[15] - m[13];
3793
3794         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3795         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3796         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3797         r_refdef.view.frustum[3].dist = m[15] + m[13];
3798
3799         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3800         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3801         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3802         r_refdef.view.frustum[4].dist = m[15] - m[14];
3803
3804         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3805         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3806         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3807         r_refdef.view.frustum[5].dist = m[15] + m[14];
3808 #endif
3809
3810         if (r_refdef.view.useperspective)
3811         {
3812                 slopex = 1.0 / r_refdef.view.frustum_x;
3813                 slopey = 1.0 / r_refdef.view.frustum_y;
3814                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3815                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3816                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3817                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3818                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3819
3820                 // Leaving those out was a mistake, those were in the old code, and they
3821                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3822                 // I couldn't reproduce it after adding those normalizations. --blub
3823                 VectorNormalize(r_refdef.view.frustum[0].normal);
3824                 VectorNormalize(r_refdef.view.frustum[1].normal);
3825                 VectorNormalize(r_refdef.view.frustum[2].normal);
3826                 VectorNormalize(r_refdef.view.frustum[3].normal);
3827
3828                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3829                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3830                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3831                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3832                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3833
3834                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3835                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3836                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3837                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3838                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3839         }
3840         else
3841         {
3842                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3843                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3844                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3845                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3846                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3847                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3848                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3849                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3850                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3851                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3852         }
3853         r_refdef.view.numfrustumplanes = 5;
3854
3855         if (r_refdef.view.useclipplane)
3856         {
3857                 r_refdef.view.numfrustumplanes = 6;
3858                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3859         }
3860
3861         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3862                 PlaneClassify(r_refdef.view.frustum + i);
3863
3864         // LordHavoc: note to all quake engine coders, Quake had a special case
3865         // for 90 degrees which assumed a square view (wrong), so I removed it,
3866         // Quake2 has it disabled as well.
3867
3868         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3869         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3870         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3871         //PlaneClassify(&frustum[0]);
3872
3873         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3874         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3875         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3876         //PlaneClassify(&frustum[1]);
3877
3878         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3879         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3880         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3881         //PlaneClassify(&frustum[2]);
3882
3883         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3884         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3885         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3886         //PlaneClassify(&frustum[3]);
3887
3888         // nearclip plane
3889         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3890         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3891         //PlaneClassify(&frustum[4]);
3892 }
3893
3894 void R_View_Update(void)
3895 {
3896         R_Main_ResizeViewCache();
3897         R_View_SetFrustum();
3898         R_View_WorldVisibility(r_refdef.view.useclipplane);
3899         R_View_UpdateEntityVisible();
3900         R_View_UpdateEntityLighting();
3901 }
3902
3903 void R_SetupView(qboolean allowwaterclippingplane)
3904 {
3905         const double *customclipplane = NULL;
3906         double plane[4];
3907         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3908         {
3909                 // LordHavoc: couldn't figure out how to make this approach the
3910                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3911                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3912                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3913                         dist = r_refdef.view.clipplane.dist;
3914                 plane[0] = r_refdef.view.clipplane.normal[0];
3915                 plane[1] = r_refdef.view.clipplane.normal[1];
3916                 plane[2] = r_refdef.view.clipplane.normal[2];
3917                 plane[3] = dist;
3918                 customclipplane = plane;
3919         }
3920
3921         if (!r_refdef.view.useperspective)
3922                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3923         else if (gl_stencil && r_useinfinitefarclip.integer)
3924                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3925         else
3926                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3927         R_SetViewport(&r_refdef.view.viewport);
3928 }
3929
3930 void R_ResetViewRendering2D(void)
3931 {
3932         r_viewport_t viewport;
3933         DrawQ_Finish();
3934
3935         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3936         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3937         R_SetViewport(&viewport);
3938         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3939         GL_Color(1, 1, 1, 1);
3940         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3941         GL_BlendFunc(GL_ONE, GL_ZERO);
3942         GL_AlphaTest(false);
3943         GL_ScissorTest(false);
3944         GL_DepthMask(false);
3945         GL_DepthRange(0, 1);
3946         GL_DepthTest(false);
3947         R_Mesh_Matrix(&identitymatrix);
3948         R_Mesh_ResetTextureState();
3949         GL_PolygonOffset(0, 0);
3950         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3951         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3952         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3953         qglStencilMask(~0);CHECKGLERROR
3954         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3955         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3956         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3957         R_SetupGenericShader(true);
3958 }
3959
3960 void R_ResetViewRendering3D(void)
3961 {
3962         DrawQ_Finish();
3963
3964         R_SetupView(true);
3965         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3966         GL_Color(1, 1, 1, 1);
3967         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3968         GL_BlendFunc(GL_ONE, GL_ZERO);
3969         GL_AlphaTest(false);
3970         GL_ScissorTest(true);
3971         GL_DepthMask(true);
3972         GL_DepthRange(0, 1);
3973         GL_DepthTest(true);
3974         R_Mesh_Matrix(&identitymatrix);
3975         R_Mesh_ResetTextureState();
3976         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3977         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3978         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3979         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3980         qglStencilMask(~0);CHECKGLERROR
3981         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3982         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3983         GL_CullFace(r_refdef.view.cullface_back);
3984         R_SetupGenericShader(true);
3985 }
3986
3987 void R_RenderScene(void);
3988 void R_RenderWaterPlanes(void);
3989
3990 static void R_Water_StartFrame(void)
3991 {
3992         int i;
3993         int waterwidth, waterheight, texturewidth, textureheight;
3994         r_waterstate_waterplane_t *p;
3995
3996         // set waterwidth and waterheight to the water resolution that will be
3997         // used (often less than the screen resolution for faster rendering)
3998         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3999         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4000
4001         // calculate desired texture sizes
4002         // can't use water if the card does not support the texture size
4003         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4004                 texturewidth = textureheight = waterwidth = waterheight = 0;
4005         else if (gl_support_arb_texture_non_power_of_two)
4006         {
4007                 texturewidth = waterwidth;
4008                 textureheight = waterheight;
4009         }
4010         else
4011         {
4012                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4013                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4014         }
4015
4016         // allocate textures as needed
4017         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4018         {
4019                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4020                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4021                 {
4022                         if (p->texture_refraction)
4023                                 R_FreeTexture(p->texture_refraction);
4024                         p->texture_refraction = NULL;
4025                         if (p->texture_reflection)
4026                                 R_FreeTexture(p->texture_reflection);
4027                         p->texture_reflection = NULL;
4028                 }
4029                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4030                 r_waterstate.texturewidth = texturewidth;
4031                 r_waterstate.textureheight = textureheight;
4032         }
4033
4034         if (r_waterstate.texturewidth)
4035         {
4036                 r_waterstate.enabled = true;
4037
4038                 // when doing a reduced render (HDR) we want to use a smaller area
4039                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4040                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4041
4042                 // set up variables that will be used in shader setup
4043                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4044                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4045                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4046                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4047         }
4048
4049         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4050         r_waterstate.numwaterplanes = 0;
4051 }
4052
4053 void R_Water_AddWaterPlane(msurface_t *surface)
4054 {
4055         int triangleindex, planeindex;
4056         const int *e;
4057         vec3_t vert[3];
4058         vec3_t normal;
4059         vec3_t center;
4060         mplane_t plane;
4061         r_waterstate_waterplane_t *p;
4062         texture_t *t = R_GetCurrentTexture(surface->texture);
4063         // just use the first triangle with a valid normal for any decisions
4064         VectorClear(normal);
4065         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4066         {
4067                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4068                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4069                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4070                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4071                 if (VectorLength2(normal) >= 0.001)
4072                         break;
4073         }
4074
4075         VectorCopy(normal, plane.normal);
4076         VectorNormalize(plane.normal);
4077         plane.dist = DotProduct(vert[0], plane.normal);
4078         PlaneClassify(&plane);
4079         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4080         {
4081                 // skip backfaces (except if nocullface is set)
4082                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4083                         return;
4084                 VectorNegate(plane.normal, plane.normal);
4085                 plane.dist *= -1;
4086                 PlaneClassify(&plane);
4087         }
4088
4089
4090         // find a matching plane if there is one
4091         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4092                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4093                         break;
4094         if (planeindex >= r_waterstate.maxwaterplanes)
4095                 return; // nothing we can do, out of planes
4096
4097         // if this triangle does not fit any known plane rendered this frame, add one
4098         if (planeindex >= r_waterstate.numwaterplanes)
4099         {
4100                 // store the new plane
4101                 r_waterstate.numwaterplanes++;
4102                 p->plane = plane;
4103                 // clear materialflags and pvs
4104                 p->materialflags = 0;
4105                 p->pvsvalid = false;
4106         }
4107         // merge this surface's materialflags into the waterplane
4108         p->materialflags |= t->currentmaterialflags;
4109         // merge this surface's PVS into the waterplane
4110         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4111         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4112          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4113         {
4114                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4115                 p->pvsvalid = true;
4116         }
4117 }
4118
4119 static void R_Water_ProcessPlanes(void)
4120 {
4121         r_refdef_view_t originalview;
4122         r_refdef_view_t myview;
4123         int planeindex;
4124         r_waterstate_waterplane_t *p;
4125
4126         originalview = r_refdef.view;
4127
4128         // make sure enough textures are allocated
4129         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4130         {
4131                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4132                 {
4133                         if (!p->texture_refraction)
4134                                 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);
4135                         if (!p->texture_refraction)
4136                                 goto error;
4137                 }
4138
4139                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4140                 {
4141                         if (!p->texture_reflection)
4142                                 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);
4143                         if (!p->texture_reflection)
4144                                 goto error;
4145                 }
4146         }
4147
4148         // render views
4149         r_refdef.view = originalview;
4150         r_refdef.view.showdebug = false;
4151         r_refdef.view.width = r_waterstate.waterwidth;
4152         r_refdef.view.height = r_waterstate.waterheight;
4153         r_refdef.view.useclipplane = true;
4154         myview = r_refdef.view;
4155         r_waterstate.renderingscene = true;
4156         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4157         {
4158                 // render the normal view scene and copy into texture
4159                 // (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)
4160                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4161                 {
4162                         r_refdef.view = myview;
4163                         r_refdef.view.clipplane = p->plane;
4164                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4165                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4166                         PlaneClassify(&r_refdef.view.clipplane);
4167
4168                         R_ResetViewRendering3D();
4169                         R_ClearScreen(r_refdef.fogenabled);
4170                         R_View_Update();
4171                         R_RenderScene();
4172
4173                         // copy view into the screen texture
4174                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4175                         GL_ActiveTexture(0);
4176                         CHECKGLERROR
4177                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4178                 }
4179
4180                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4181                 {
4182                         r_refdef.view = myview;
4183                         // render reflected scene and copy into texture
4184                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4185                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4186                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4187                         r_refdef.view.clipplane = p->plane;
4188                         // reverse the cullface settings for this render
4189                         r_refdef.view.cullface_front = GL_FRONT;
4190                         r_refdef.view.cullface_back = GL_BACK;
4191                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4192                         {
4193                                 r_refdef.view.usecustompvs = true;
4194                                 if (p->pvsvalid)
4195                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4196                                 else
4197                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4198                         }
4199
4200                         R_ResetViewRendering3D();
4201                         R_ClearScreen(r_refdef.fogenabled);
4202                         R_View_Update();
4203                         R_RenderScene();
4204
4205                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4206                         GL_ActiveTexture(0);
4207                         CHECKGLERROR
4208                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4209                 }
4210         }
4211         r_waterstate.renderingscene = false;
4212         r_refdef.view = originalview;
4213         R_ResetViewRendering3D();
4214         R_ClearScreen(r_refdef.fogenabled);
4215         R_View_Update();
4216         return;
4217 error:
4218         r_refdef.view = originalview;
4219         r_waterstate.renderingscene = false;
4220         Cvar_SetValueQuick(&r_water, 0);
4221         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4222         return;
4223 }
4224
4225 void R_Bloom_StartFrame(void)
4226 {
4227         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4228
4229         // set bloomwidth and bloomheight to the bloom resolution that will be
4230         // used (often less than the screen resolution for faster rendering)
4231         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4232         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4233         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4234         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4235         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4236
4237         // calculate desired texture sizes
4238         if (gl_support_arb_texture_non_power_of_two)
4239         {
4240                 screentexturewidth = r_refdef.view.width;
4241                 screentextureheight = r_refdef.view.height;
4242                 bloomtexturewidth = r_bloomstate.bloomwidth;
4243                 bloomtextureheight = r_bloomstate.bloomheight;
4244         }
4245         else
4246         {
4247                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4248                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4249                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4250                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4251         }
4252
4253         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4254         {
4255                 Cvar_SetValueQuick(&r_hdr, 0);
4256                 Cvar_SetValueQuick(&r_bloom, 0);
4257                 Cvar_SetValueQuick(&r_motionblur, 0);
4258                 Cvar_SetValueQuick(&r_damageblur, 0);
4259         }
4260
4261         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4262                 screentexturewidth = screentextureheight = 0;
4263         if (!r_hdr.integer && !r_bloom.integer)
4264                 bloomtexturewidth = bloomtextureheight = 0;
4265
4266         // allocate textures as needed
4267         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4268         {
4269                 if (r_bloomstate.texture_screen)
4270                         R_FreeTexture(r_bloomstate.texture_screen);
4271                 r_bloomstate.texture_screen = NULL;
4272                 r_bloomstate.screentexturewidth = screentexturewidth;
4273                 r_bloomstate.screentextureheight = screentextureheight;
4274                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4275                         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);
4276         }
4277         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4278         {
4279                 if (r_bloomstate.texture_bloom)
4280                         R_FreeTexture(r_bloomstate.texture_bloom);
4281                 r_bloomstate.texture_bloom = NULL;
4282                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4283                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4284                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4285                         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);
4286         }
4287
4288         // when doing a reduced render (HDR) we want to use a smaller area
4289         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4290         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4291         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4292         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4293         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4294
4295         // set up a texcoord array for the full resolution screen image
4296         // (we have to keep this around to copy back during final render)
4297         r_bloomstate.screentexcoord2f[0] = 0;
4298         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4299         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4300         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4301         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4302         r_bloomstate.screentexcoord2f[5] = 0;
4303         r_bloomstate.screentexcoord2f[6] = 0;
4304         r_bloomstate.screentexcoord2f[7] = 0;
4305
4306         // set up a texcoord array for the reduced resolution bloom image
4307         // (which will be additive blended over the screen image)
4308         r_bloomstate.bloomtexcoord2f[0] = 0;
4309         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4310         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4311         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4312         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4313         r_bloomstate.bloomtexcoord2f[5] = 0;
4314         r_bloomstate.bloomtexcoord2f[6] = 0;
4315         r_bloomstate.bloomtexcoord2f[7] = 0;
4316
4317         if (r_hdr.integer || r_bloom.integer)
4318         {
4319                 r_bloomstate.enabled = true;
4320                 r_bloomstate.hdr = r_hdr.integer != 0;
4321         }
4322
4323         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4324 }
4325
4326 void R_Bloom_CopyBloomTexture(float colorscale)
4327 {
4328         r_refdef.stats.bloom++;
4329
4330         // scale down screen texture to the bloom texture size
4331         CHECKGLERROR
4332         R_SetViewport(&r_bloomstate.viewport);
4333         GL_BlendFunc(GL_ONE, GL_ZERO);
4334         GL_Color(colorscale, colorscale, colorscale, 1);
4335         // TODO: optimize with multitexture or GLSL
4336         R_SetupGenericShader(true);
4337         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4338         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4339         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4340         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4341
4342         // we now have a bloom image in the framebuffer
4343         // copy it into the bloom image texture for later processing
4344         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4345         GL_ActiveTexture(0);
4346         CHECKGLERROR
4347         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4348         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4349 }
4350
4351 void R_Bloom_CopyHDRTexture(void)
4352 {
4353         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4354         GL_ActiveTexture(0);
4355         CHECKGLERROR
4356         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4357         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4358 }
4359
4360 void R_Bloom_MakeTexture(void)
4361 {
4362         int x, range, dir;
4363         float xoffset, yoffset, r, brighten;
4364
4365         r_refdef.stats.bloom++;
4366
4367         R_ResetViewRendering2D();
4368         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4369         R_Mesh_ColorPointer(NULL, 0, 0);
4370         R_SetupGenericShader(true);
4371
4372         // we have a bloom image in the framebuffer
4373         CHECKGLERROR
4374         R_SetViewport(&r_bloomstate.viewport);
4375
4376         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4377         {
4378                 x *= 2;
4379                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4380                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4381                 GL_Color(r, r, r, 1);
4382                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4383                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4384                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4385                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4386
4387                 // copy the vertically blurred bloom view to a texture
4388                 GL_ActiveTexture(0);
4389                 CHECKGLERROR
4390                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4391                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4392         }
4393
4394         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4395         brighten = r_bloom_brighten.value;
4396         if (r_hdr.integer)
4397                 brighten *= r_hdr_range.value;
4398         brighten = sqrt(brighten);
4399         if(range >= 1)
4400                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4401         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4402         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4403
4404         for (dir = 0;dir < 2;dir++)
4405         {
4406                 // blend on at multiple vertical offsets to achieve a vertical blur
4407                 // TODO: do offset blends using GLSL
4408                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4409                 GL_BlendFunc(GL_ONE, GL_ZERO);
4410                 for (x = -range;x <= range;x++)
4411                 {
4412                         if (!dir){xoffset = 0;yoffset = x;}
4413                         else {xoffset = x;yoffset = 0;}
4414                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4415                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4416                         // compute a texcoord array with the specified x and y offset
4417                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4418                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4419                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4420                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4421                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4422                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4423                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4424                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4425                         // this r value looks like a 'dot' particle, fading sharply to
4426                         // black at the edges
4427                         // (probably not realistic but looks good enough)
4428                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4429                         //r = brighten/(range*2+1);
4430                         r = brighten / (range * 2 + 1);
4431                         if(range >= 1)
4432                                 r *= (1 - x*x/(float)(range*range));
4433                         GL_Color(r, r, r, 1);
4434                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4435                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4436                         GL_BlendFunc(GL_ONE, GL_ONE);
4437                 }
4438
4439                 // copy the vertically blurred bloom view to a texture
4440                 GL_ActiveTexture(0);
4441                 CHECKGLERROR
4442                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4443                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4444         }
4445
4446         // apply subtract last
4447         // (just like it would be in a GLSL shader)
4448         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4449         {
4450                 GL_BlendFunc(GL_ONE, GL_ZERO);
4451                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4452                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4453                 GL_Color(1, 1, 1, 1);
4454                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4455                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4456
4457                 GL_BlendFunc(GL_ONE, GL_ONE);
4458                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4459                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4460                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4461                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4462                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4463                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4464                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4465
4466                 // copy the darkened bloom view to a texture
4467                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4468                 GL_ActiveTexture(0);
4469                 CHECKGLERROR
4470                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4471                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4472         }
4473 }
4474
4475 void R_HDR_RenderBloomTexture(void)
4476 {
4477         int oldwidth, oldheight;
4478         float oldcolorscale;
4479
4480         oldcolorscale = r_refdef.view.colorscale;
4481         oldwidth = r_refdef.view.width;
4482         oldheight = r_refdef.view.height;
4483         r_refdef.view.width = r_bloomstate.bloomwidth;
4484         r_refdef.view.height = r_bloomstate.bloomheight;
4485
4486         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4487         // TODO: add exposure compensation features
4488         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4489
4490         r_refdef.view.showdebug = false;
4491         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4492
4493         R_ResetViewRendering3D();
4494
4495         R_ClearScreen(r_refdef.fogenabled);
4496         if (r_timereport_active)
4497                 R_TimeReport("HDRclear");
4498
4499         R_View_Update();
4500         if (r_timereport_active)
4501                 R_TimeReport("visibility");
4502
4503         // only do secondary renders with HDR if r_hdr is 2 or higher
4504         r_waterstate.numwaterplanes = 0;
4505         if (r_waterstate.enabled && r_hdr.integer >= 2)
4506                 R_RenderWaterPlanes();
4507
4508         r_refdef.view.showdebug = true;
4509         R_RenderScene();
4510         r_waterstate.numwaterplanes = 0;
4511
4512         R_ResetViewRendering2D();
4513
4514         R_Bloom_CopyHDRTexture();
4515         R_Bloom_MakeTexture();
4516
4517         // restore the view settings
4518         r_refdef.view.width = oldwidth;
4519         r_refdef.view.height = oldheight;
4520         r_refdef.view.colorscale = oldcolorscale;
4521
4522         R_ResetViewRendering3D();
4523
4524         R_ClearScreen(r_refdef.fogenabled);
4525         if (r_timereport_active)
4526                 R_TimeReport("viewclear");
4527 }
4528
4529 static void R_BlendView(void)
4530 {
4531         if (r_bloomstate.texture_screen)
4532         {
4533                 // make sure the buffer is available
4534                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4535
4536                 R_ResetViewRendering2D();
4537                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4538                 R_Mesh_ColorPointer(NULL, 0, 0);
4539                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4540                 GL_ActiveTexture(0);CHECKGLERROR
4541
4542                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4543                 {  
4544                         // declare variables
4545                         float speed;
4546                         static float avgspeed;
4547
4548                         speed = VectorLength(cl.movement_velocity);
4549
4550                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4551                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4552
4553                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4554                         speed = bound(0, speed, 1);
4555                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4556
4557                         // calculate values into a standard alpha
4558                         cl.motionbluralpha = 1 - exp(-
4559                                         (
4560                                          (r_motionblur.value * speed / 80)
4561                                          +
4562                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4563                                         )
4564                                         /
4565                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4566                                    );
4567
4568                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4569                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4570                         // apply the blur
4571                         if (cl.motionbluralpha > 0)
4572                         {
4573                                 R_SetupGenericShader(true);
4574                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4575                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4576                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4577                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4578                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4579                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4580                         }
4581                 }
4582
4583                 // copy view into the screen texture
4584                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4585                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4586         }
4587
4588         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4589         {
4590                 unsigned int permutation =
4591                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4592                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4593                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4594                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4595                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4596
4597                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4598                 {
4599                         // render simple bloom effect
4600                         // copy the screen and shrink it and darken it for the bloom process
4601                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4602                         // make the bloom texture
4603                         R_Bloom_MakeTexture();
4604                 }
4605
4606                 R_ResetViewRendering2D();
4607                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4608                 R_Mesh_ColorPointer(NULL, 0, 0);
4609                 GL_Color(1, 1, 1, 1);
4610                 GL_BlendFunc(GL_ONE, GL_ZERO);
4611                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4612                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4613                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4614                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4615                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4616                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4617                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4618                 if (r_glsl_permutation->loc_TintColor >= 0)
4619                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4620                 if (r_glsl_permutation->loc_ClientTime >= 0)
4621                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4622                 if (r_glsl_permutation->loc_PixelSize >= 0)
4623                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4624                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4625                 {
4626                         float a=0, b=0, c=0, d=0;
4627 #if _MSC_VER >= 1400
4628 #define sscanf sscanf_s
4629 #endif
4630                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4631                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4632                 }
4633                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4634                 {
4635                         float a=0, b=0, c=0, d=0;
4636                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4637                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4638                 }
4639                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4640                 {
4641                         float a=0, b=0, c=0, d=0;
4642                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4643                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4644                 }
4645                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4646                 {
4647                         float a=0, b=0, c=0, d=0;
4648                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4649                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4650                 }
4651                 if (r_glsl_permutation->loc_Saturation >= 0)
4652                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4653                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4654                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4655                 return;
4656         }
4657
4658
4659
4660         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4661         {
4662                 // render high dynamic range bloom effect
4663                 // the bloom texture was made earlier this render, so we just need to
4664                 // blend it onto the screen...
4665                 R_ResetViewRendering2D();
4666                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4667                 R_Mesh_ColorPointer(NULL, 0, 0);
4668                 R_SetupGenericShader(true);
4669                 GL_Color(1, 1, 1, 1);
4670                 GL_BlendFunc(GL_ONE, GL_ONE);
4671                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4672                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4673                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4674                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4675         }
4676         else if (r_bloomstate.texture_bloom)
4677         {
4678                 // render simple bloom effect
4679                 // copy the screen and shrink it and darken it for the bloom process
4680                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4681                 // make the bloom texture
4682                 R_Bloom_MakeTexture();
4683                 // put the original screen image back in place and blend the bloom
4684                 // texture on it
4685                 R_ResetViewRendering2D();
4686                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4687                 R_Mesh_ColorPointer(NULL, 0, 0);
4688                 GL_Color(1, 1, 1, 1);
4689                 GL_BlendFunc(GL_ONE, GL_ZERO);
4690                 // do both in one pass if possible
4691                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4692                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4693                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4694                 {
4695                         R_SetupGenericTwoTextureShader(GL_ADD);
4696                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4697                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4698                 }
4699                 else
4700                 {
4701                         R_SetupGenericShader(true);
4702                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4703                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4704                         // now blend on the bloom texture
4705                         GL_BlendFunc(GL_ONE, GL_ONE);
4706                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4707                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4708                 }
4709                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4710                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4711         }
4712         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4713         {
4714                 // apply a color tint to the whole view
4715                 R_ResetViewRendering2D();
4716                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4717                 R_Mesh_ColorPointer(NULL, 0, 0);
4718                 R_SetupGenericShader(false);
4719                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4720                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4721                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4722         }
4723 }
4724
4725 matrix4x4_t r_waterscrollmatrix;
4726
4727 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4728 {
4729         if (r_refdef.fog_density)
4730         {
4731                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4732                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4733                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4734
4735                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4736                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4737                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4738                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4739
4740                 {
4741                         vec3_t fogvec;
4742                         VectorCopy(r_refdef.fogcolor, fogvec);
4743                         //   color.rgb *= ContrastBoost * SceneBrightness;
4744                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4745                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4746                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4747                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4748                 }
4749         }
4750 }
4751
4752 void R_UpdateVariables(void)
4753 {
4754         R_Textures_Frame();
4755
4756         r_refdef.scene.ambient = r_ambient.value;
4757
4758         r_refdef.farclip = r_farclip_base.value;
4759         if (r_refdef.scene.worldmodel)
4760                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4761         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4762
4763         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4764                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4765         r_refdef.polygonfactor = 0;
4766         r_refdef.polygonoffset = 0;
4767         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4768         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4769
4770         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4771         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4772         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4773         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4774         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4775         if (r_showsurfaces.integer)
4776         {
4777                 r_refdef.scene.rtworld = false;
4778                 r_refdef.scene.rtworldshadows = false;
4779                 r_refdef.scene.rtdlight = false;
4780                 r_refdef.scene.rtdlightshadows = false;
4781                 r_refdef.lightmapintensity = 0;
4782         }
4783
4784         if (gamemode == GAME_NEHAHRA)
4785         {
4786                 if (gl_fogenable.integer)
4787                 {
4788                         r_refdef.oldgl_fogenable = true;
4789                         r_refdef.fog_density = gl_fogdensity.value;
4790                         r_refdef.fog_red = gl_fogred.value;
4791                         r_refdef.fog_green = gl_foggreen.value;
4792                         r_refdef.fog_blue = gl_fogblue.value;
4793                         r_refdef.fog_alpha = 1;
4794                         r_refdef.fog_start = 0;
4795                         r_refdef.fog_end = gl_skyclip.value;
4796                         r_refdef.fog_height = 1<<30;
4797                         r_refdef.fog_fadedepth = 128;
4798                 }
4799                 else if (r_refdef.oldgl_fogenable)
4800                 {
4801                         r_refdef.oldgl_fogenable = false;
4802                         r_refdef.fog_density = 0;
4803                         r_refdef.fog_red = 0;
4804                         r_refdef.fog_green = 0;
4805                         r_refdef.fog_blue = 0;
4806                         r_refdef.fog_alpha = 0;
4807                         r_refdef.fog_start = 0;
4808                         r_refdef.fog_end = 0;
4809                         r_refdef.fog_height = 1<<30;
4810                         r_refdef.fog_fadedepth = 128;
4811                 }
4812         }
4813
4814         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4815         r_refdef.fog_start = max(0, r_refdef.fog_start);
4816         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4817
4818         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4819
4820         if (r_refdef.fog_density && r_drawfog.integer)
4821         {
4822                 r_refdef.fogenabled = true;
4823                 // this is the point where the fog reaches 0.9986 alpha, which we
4824                 // consider a good enough cutoff point for the texture
4825                 // (0.9986 * 256 == 255.6)
4826                 if (r_fog_exp2.integer)
4827                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4828                 else
4829                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4830                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4831                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4832                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4833                 // fog color was already set
4834                 // update the fog texture
4835                 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)
4836                         R_BuildFogTexture();
4837         }
4838         else
4839                 r_refdef.fogenabled = false;
4840
4841         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4842         {
4843                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4844                 {
4845                         // build GLSL gamma texture
4846 #define RAMPWIDTH 256
4847                         unsigned short ramp[RAMPWIDTH * 3];
4848                         unsigned char rampbgr[RAMPWIDTH][4];
4849                         int i;
4850
4851                         r_texture_gammaramps_serial = vid_gammatables_serial;
4852
4853                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4854                         for(i = 0; i < RAMPWIDTH; ++i)
4855                         {
4856                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4857                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4858                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4859                                 rampbgr[i][3] = 0;
4860                         }
4861                         if (r_texture_gammaramps)
4862                         {
4863                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4864                         }
4865                         else
4866                         {
4867                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4868                         }
4869                 }
4870         }
4871         else
4872         {
4873                 // remove GLSL gamma texture
4874         }
4875 }
4876
4877 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4878 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4879 /*
4880 ================
4881 R_SelectScene
4882 ================
4883 */
4884 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4885         if( scenetype != r_currentscenetype ) {
4886                 // store the old scenetype
4887                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4888                 r_currentscenetype = scenetype;
4889                 // move in the new scene
4890                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4891         }
4892 }
4893
4894 /*
4895 ================
4896 R_GetScenePointer
4897 ================
4898 */
4899 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4900 {
4901         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4902         if( scenetype == r_currentscenetype ) {
4903                 return &r_refdef.scene;
4904         } else {
4905                 return &r_scenes_store[ scenetype ];
4906         }
4907 }
4908
4909 /*
4910 ================
4911 R_RenderView
4912 ================
4913 */
4914 void R_RenderView(void)
4915 {
4916         if (r_timereport_active)
4917                 R_TimeReport("start");
4918         r_frame++; // used only by R_GetCurrentTexture
4919         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4920
4921         R_AnimCache_NewFrame();
4922
4923         if (r_refdef.view.isoverlay)
4924         {
4925                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4926                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4927                 R_TimeReport("depthclear");
4928
4929                 r_refdef.view.showdebug = false;
4930
4931                 r_waterstate.enabled = false;
4932                 r_waterstate.numwaterplanes = 0;
4933
4934                 R_RenderScene();
4935
4936                 CHECKGLERROR
4937                 return;
4938         }
4939
4940         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4941                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4942
4943         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4944
4945         // break apart the view matrix into vectors for various purposes
4946         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4947         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4948         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4949         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4950         // make an inverted copy of the view matrix for tracking sprites
4951         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4952
4953         R_Shadow_UpdateWorldLightSelection();
4954
4955         R_Bloom_StartFrame();
4956         R_Water_StartFrame();
4957
4958         CHECKGLERROR
4959         if (r_timereport_active)
4960                 R_TimeReport("viewsetup");
4961
4962         R_ResetViewRendering3D();
4963
4964         if (r_refdef.view.clear || r_refdef.fogenabled)
4965         {
4966                 R_ClearScreen(r_refdef.fogenabled);
4967                 if (r_timereport_active)
4968                         R_TimeReport("viewclear");
4969         }
4970         r_refdef.view.clear = true;
4971
4972         // this produces a bloom texture to be used in R_BlendView() later
4973         if (r_hdr.integer)
4974                 R_HDR_RenderBloomTexture();
4975
4976         r_refdef.view.showdebug = true;
4977
4978         R_View_Update();
4979         if (r_timereport_active)
4980                 R_TimeReport("visibility");
4981
4982         r_waterstate.numwaterplanes = 0;
4983         if (r_waterstate.enabled)
4984                 R_RenderWaterPlanes();
4985
4986         R_RenderScene();
4987         r_waterstate.numwaterplanes = 0;
4988
4989         R_BlendView();
4990         if (r_timereport_active)
4991                 R_TimeReport("blendview");
4992
4993         GL_Scissor(0, 0, vid.width, vid.height);
4994         GL_ScissorTest(false);
4995         CHECKGLERROR
4996 }
4997
4998 void R_RenderWaterPlanes(void)
4999 {
5000         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5001         {
5002                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5003                 if (r_timereport_active)
5004                         R_TimeReport("waterworld");
5005         }
5006
5007         // don't let sound skip if going slow
5008         if (r_refdef.scene.extraupdate)
5009                 S_ExtraUpdate ();
5010
5011         R_DrawModelsAddWaterPlanes();
5012         if (r_timereport_active)
5013                 R_TimeReport("watermodels");
5014
5015         if (r_waterstate.numwaterplanes)
5016         {
5017                 R_Water_ProcessPlanes();
5018                 if (r_timereport_active)
5019                         R_TimeReport("waterscenes");
5020         }
5021 }
5022
5023 extern void R_DrawLightningBeams (void);
5024 extern void VM_CL_AddPolygonsToMeshQueue (void);
5025 extern void R_DrawPortals (void);
5026 extern cvar_t cl_locs_show;
5027 static void R_DrawLocs(void);
5028 static void R_DrawEntityBBoxes(void);
5029 extern cvar_t cl_decals_newsystem;
5030 void R_RenderScene(void)
5031 {
5032         r_refdef.stats.renders++;
5033
5034         R_UpdateFogColor();
5035
5036         // don't let sound skip if going slow
5037         if (r_refdef.scene.extraupdate)
5038                 S_ExtraUpdate ();
5039
5040         R_MeshQueue_BeginScene();
5041
5042         R_SkyStartFrame();
5043
5044         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);
5045
5046         if (cl.csqc_vidvars.drawworld)
5047         {
5048                 // don't let sound skip if going slow
5049                 if (r_refdef.scene.extraupdate)
5050                         S_ExtraUpdate ();
5051
5052                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5053                 {
5054                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5055                         if (r_timereport_active)
5056                                 R_TimeReport("worldsky");
5057                 }
5058
5059                 if (R_DrawBrushModelsSky() && r_timereport_active)
5060                         R_TimeReport("bmodelsky");
5061
5062                 if (skyrendermasked && skyrenderlater)
5063                 {
5064                         // we have to force off the water clipping plane while rendering sky
5065                         R_SetupView(false);
5066                         R_Sky();
5067                         R_SetupView(true);
5068                 }
5069         }
5070
5071         R_AnimCache_CacheVisibleEntities();
5072
5073         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5074         {
5075                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5076                 if (r_timereport_active)
5077                         R_TimeReport("worlddepth");
5078         }
5079         if (r_depthfirst.integer >= 2)
5080         {
5081                 R_DrawModelsDepth();
5082                 if (r_timereport_active)
5083                         R_TimeReport("modeldepth");
5084         }
5085
5086         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5087         {
5088                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5089                 if (r_timereport_active)
5090                         R_TimeReport("world");
5091         }
5092
5093         // don't let sound skip if going slow
5094         if (r_refdef.scene.extraupdate)
5095                 S_ExtraUpdate ();
5096
5097         R_DrawModels();
5098         if (r_timereport_active)
5099                 R_TimeReport("models");
5100
5101         // don't let sound skip if going slow
5102         if (r_refdef.scene.extraupdate)
5103                 S_ExtraUpdate ();
5104
5105         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5106         {
5107                 R_DrawModelShadows();
5108                 R_ResetViewRendering3D();
5109                 // don't let sound skip if going slow
5110                 if (r_refdef.scene.extraupdate)
5111                         S_ExtraUpdate ();
5112         }
5113
5114         R_ShadowVolumeLighting(false);
5115         if (r_timereport_active)
5116                 R_TimeReport("rtlights");
5117
5118         // don't let sound skip if going slow
5119         if (r_refdef.scene.extraupdate)
5120                 S_ExtraUpdate ();
5121
5122         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5123         {
5124                 R_DrawModelShadows();
5125                 R_ResetViewRendering3D();
5126                 // don't let sound skip if going slow
5127                 if (r_refdef.scene.extraupdate)
5128                         S_ExtraUpdate ();
5129         }
5130
5131         if (cl.csqc_vidvars.drawworld)
5132         {
5133                 if (cl_decals_newsystem.integer)
5134                 {
5135                         R_DrawModelDecals();
5136                         if (r_timereport_active)
5137                                 R_TimeReport("modeldecals");
5138                 }
5139                 else
5140                 {
5141                         R_DrawDecals();
5142                         if (r_timereport_active)
5143                                 R_TimeReport("decals");
5144                 }
5145
5146                 R_DrawParticles();
5147                 if (r_timereport_active)
5148                         R_TimeReport("particles");
5149
5150                 R_DrawExplosions();
5151                 if (r_timereport_active)
5152                         R_TimeReport("explosions");
5153
5154                 R_DrawLightningBeams();
5155                 if (r_timereport_active)
5156                         R_TimeReport("lightning");
5157         }
5158
5159         R_SetupGenericShader(true);
5160         VM_CL_AddPolygonsToMeshQueue();
5161
5162         if (r_refdef.view.showdebug)
5163         {
5164                 if (cl_locs_show.integer)
5165                 {
5166                         R_DrawLocs();
5167                         if (r_timereport_active)
5168                                 R_TimeReport("showlocs");
5169                 }
5170
5171                 if (r_drawportals.integer)
5172                 {
5173                         R_DrawPortals();
5174                         if (r_timereport_active)
5175                                 R_TimeReport("portals");
5176                 }
5177
5178                 if (r_showbboxes.value > 0)
5179                 {
5180                         R_DrawEntityBBoxes();
5181                         if (r_timereport_active)
5182                                 R_TimeReport("bboxes");
5183                 }
5184         }
5185
5186         R_SetupGenericShader(true);
5187         R_MeshQueue_RenderTransparent();
5188         if (r_timereport_active)
5189                 R_TimeReport("drawtrans");
5190
5191         R_SetupGenericShader(true);
5192
5193         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))
5194         {
5195                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5196                 if (r_timereport_active)
5197                         R_TimeReport("worlddebug");
5198                 R_DrawModelsDebug();
5199                 if (r_timereport_active)
5200                         R_TimeReport("modeldebug");
5201         }
5202
5203         R_SetupGenericShader(true);
5204
5205         if (cl.csqc_vidvars.drawworld)
5206         {
5207                 R_DrawCoronas();
5208                 if (r_timereport_active)
5209                         R_TimeReport("coronas");
5210         }
5211
5212         // don't let sound skip if going slow
5213         if (r_refdef.scene.extraupdate)
5214                 S_ExtraUpdate ();
5215
5216         R_ResetViewRendering2D();
5217 }
5218
5219 static const unsigned short bboxelements[36] =
5220 {
5221         5, 1, 3, 5, 3, 7,
5222         6, 2, 0, 6, 0, 4,
5223         7, 3, 2, 7, 2, 6,
5224         4, 0, 1, 4, 1, 5,
5225         4, 5, 7, 4, 7, 6,
5226         1, 0, 2, 1, 2, 3,
5227 };
5228
5229 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5230 {
5231         int i;
5232         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5233
5234         RSurf_ActiveWorldEntity();
5235
5236         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5237         GL_DepthMask(false);
5238         GL_DepthRange(0, 1);
5239         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5240         R_Mesh_ResetTextureState();
5241
5242         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5243         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5244         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5245         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5246         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5247         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5248         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5249         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5250         R_FillColors(color4f, 8, cr, cg, cb, ca);
5251         if (r_refdef.fogenabled)
5252         {
5253                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5254                 {
5255                         f1 = RSurf_FogVertex(v);
5256                         f2 = 1 - f1;
5257                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5258                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5259                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5260                 }
5261         }
5262         R_Mesh_VertexPointer(vertex3f, 0, 0);
5263         R_Mesh_ColorPointer(color4f, 0, 0);
5264         R_Mesh_ResetTextureState();
5265         R_SetupGenericShader(false);
5266         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5267 }
5268
5269 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5270 {
5271         int i;
5272         float color[4];
5273         prvm_edict_t *edict;
5274         prvm_prog_t *prog_save = prog;
5275
5276         // this function draws bounding boxes of server entities
5277         if (!sv.active)
5278                 return;
5279
5280         GL_CullFace(GL_NONE);
5281         R_SetupGenericShader(false);
5282
5283         prog = 0;
5284         SV_VM_Begin();
5285         for (i = 0;i < numsurfaces;i++)
5286         {
5287                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5288                 switch ((int)edict->fields.server->solid)
5289                 {
5290                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5291                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5292                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5293                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5294                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5295                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5296                 }
5297                 color[3] *= r_showbboxes.value;
5298                 color[3] = bound(0, color[3], 1);
5299                 GL_DepthTest(!r_showdisabledepthtest.integer);
5300                 GL_CullFace(r_refdef.view.cullface_front);
5301                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5302         }
5303         SV_VM_End();
5304         prog = prog_save;
5305 }
5306
5307 static void R_DrawEntityBBoxes(void)
5308 {
5309         int i;
5310         prvm_edict_t *edict;
5311         vec3_t center;
5312         prvm_prog_t *prog_save = prog;
5313
5314         // this function draws bounding boxes of server entities
5315         if (!sv.active)
5316                 return;
5317
5318         prog = 0;
5319         SV_VM_Begin();
5320         for (i = 0;i < prog->num_edicts;i++)
5321         {
5322                 edict = PRVM_EDICT_NUM(i);
5323                 if (edict->priv.server->free)
5324                         continue;
5325                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5326                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5327                         continue;
5328                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5329                         continue;
5330                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5331                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5332         }
5333         SV_VM_End();
5334         prog = prog_save;
5335 }
5336
5337 static const int nomodelelement3i[24] =
5338 {
5339         5, 2, 0,
5340         5, 1, 2,
5341         5, 0, 3,
5342         5, 3, 1,
5343         0, 2, 4,
5344         2, 1, 4,
5345         3, 0, 4,
5346         1, 3, 4
5347 };
5348
5349 static const unsigned short nomodelelement3s[24] =
5350 {
5351         5, 2, 0,
5352         5, 1, 2,
5353         5, 0, 3,
5354         5, 3, 1,
5355         0, 2, 4,
5356         2, 1, 4,
5357         3, 0, 4,
5358         1, 3, 4
5359 };
5360
5361 static const float nomodelvertex3f[6*3] =
5362 {
5363         -16,   0,   0,
5364          16,   0,   0,
5365           0, -16,   0,
5366           0,  16,   0,
5367           0,   0, -16,
5368           0,   0,  16
5369 };
5370
5371 static const float nomodelcolor4f[6*4] =
5372 {
5373         0.0f, 0.0f, 0.5f, 1.0f,
5374         0.0f, 0.0f, 0.5f, 1.0f,
5375         0.0f, 0.5f, 0.0f, 1.0f,
5376         0.0f, 0.5f, 0.0f, 1.0f,
5377         0.5f, 0.0f, 0.0f, 1.0f,
5378         0.5f, 0.0f, 0.0f, 1.0f
5379 };
5380
5381 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5382 {
5383         int i;
5384         float f1, f2, *c;
5385         float color4f[6*4];
5386
5387         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5388
5389         // this is only called once per entity so numsurfaces is always 1, and
5390         // surfacelist is always {0}, so this code does not handle batches
5391
5392         if (rsurface.ent_flags & RENDER_ADDITIVE)
5393         {
5394                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5395                 GL_DepthMask(false);
5396         }
5397         else if (rsurface.ent_color[3] < 1)
5398         {
5399                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5400                 GL_DepthMask(false);
5401         }
5402         else
5403         {
5404                 GL_BlendFunc(GL_ONE, GL_ZERO);
5405                 GL_DepthMask(true);
5406         }
5407         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5408         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5409         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5410         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5411         R_SetupGenericShader(false);
5412         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5413         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5414         R_Mesh_ColorPointer(color4f, 0, 0);
5415         for (i = 0, c = color4f;i < 6;i++, c += 4)
5416         {
5417                 c[0] *= rsurface.ent_color[0];
5418                 c[1] *= rsurface.ent_color[1];
5419                 c[2] *= rsurface.ent_color[2];
5420                 c[3] *= rsurface.ent_color[3];
5421         }
5422         if (r_refdef.fogenabled)
5423         {
5424                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5425                 {
5426                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5427                         f2 = 1 - f1;
5428                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5429                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5430                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5431                 }
5432         }
5433         R_Mesh_ResetTextureState();
5434         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5435 }
5436
5437 void R_DrawNoModel(entity_render_t *ent)
5438 {
5439         vec3_t org;
5440         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5441         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5442                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5443         else
5444                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5445 }
5446
5447 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5448 {
5449         vec3_t right1, right2, diff, normal;
5450
5451         VectorSubtract (org2, org1, normal);
5452
5453         // calculate 'right' vector for start
5454         VectorSubtract (r_refdef.view.origin, org1, diff);
5455         CrossProduct (normal, diff, right1);
5456         VectorNormalize (right1);
5457
5458         // calculate 'right' vector for end
5459         VectorSubtract (r_refdef.view.origin, org2, diff);
5460         CrossProduct (normal, diff, right2);
5461         VectorNormalize (right2);
5462
5463         vert[ 0] = org1[0] + width * right1[0];
5464         vert[ 1] = org1[1] + width * right1[1];
5465         vert[ 2] = org1[2] + width * right1[2];
5466         vert[ 3] = org1[0] - width * right1[0];
5467         vert[ 4] = org1[1] - width * right1[1];
5468         vert[ 5] = org1[2] - width * right1[2];
5469         vert[ 6] = org2[0] - width * right2[0];
5470         vert[ 7] = org2[1] - width * right2[1];
5471         vert[ 8] = org2[2] - width * right2[2];
5472         vert[ 9] = org2[0] + width * right2[0];
5473         vert[10] = org2[1] + width * right2[1];
5474         vert[11] = org2[2] + width * right2[2];
5475 }
5476
5477 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5478 {
5479         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5480         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5481         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5482         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5483         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5484         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5485         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5486         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5487         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5488         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5489         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5490         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5491 }
5492
5493 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5494 {
5495         int i;
5496         float *vertex3f;
5497         float v[3];
5498         VectorSet(v, x, y, z);
5499         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5500                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5501                         break;
5502         if (i == mesh->numvertices)
5503         {
5504                 if (mesh->numvertices < mesh->maxvertices)
5505                 {
5506                         VectorCopy(v, vertex3f);
5507                         mesh->numvertices++;
5508                 }
5509                 return mesh->numvertices;
5510         }
5511         else
5512                 return i;
5513 }
5514
5515 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5516 {
5517         int i;
5518         int *e, element[3];
5519         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5520         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5521         e = mesh->element3i + mesh->numtriangles * 3;
5522         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5523         {
5524                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5525                 if (mesh->numtriangles < mesh->maxtriangles)
5526                 {
5527                         *e++ = element[0];
5528                         *e++ = element[1];
5529                         *e++ = element[2];
5530                         mesh->numtriangles++;
5531                 }
5532                 element[1] = element[2];
5533         }
5534 }
5535
5536 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5537 {
5538         int i;
5539         int *e, element[3];
5540         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5541         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5542         e = mesh->element3i + mesh->numtriangles * 3;
5543         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5544         {
5545                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5546                 if (mesh->numtriangles < mesh->maxtriangles)
5547                 {
5548                         *e++ = element[0];
5549                         *e++ = element[1];
5550                         *e++ = element[2];
5551                         mesh->numtriangles++;
5552                 }
5553                 element[1] = element[2];
5554         }
5555 }
5556
5557 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5558 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5559 {
5560         int planenum, planenum2;
5561         int w;
5562         int tempnumpoints;
5563         mplane_t *plane, *plane2;
5564         double maxdist;
5565         double temppoints[2][256*3];
5566         // figure out how large a bounding box we need to properly compute this brush
5567         maxdist = 0;
5568         for (w = 0;w < numplanes;w++)
5569                 maxdist = max(maxdist, fabs(planes[w].dist));
5570         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5571         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5572         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5573         {
5574                 w = 0;
5575                 tempnumpoints = 4;
5576                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5577                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5578                 {
5579                         if (planenum2 == planenum)
5580                                 continue;
5581                         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);
5582                         w = !w;
5583                 }
5584                 if (tempnumpoints < 3)
5585                         continue;
5586                 // generate elements forming a triangle fan for this polygon
5587                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5588         }
5589 }
5590
5591 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)
5592 {
5593         texturelayer_t *layer;
5594         layer = t->currentlayers + t->currentnumlayers++;
5595         layer->type = type;
5596         layer->depthmask = depthmask;
5597         layer->blendfunc1 = blendfunc1;
5598         layer->blendfunc2 = blendfunc2;
5599         layer->texture = texture;
5600         layer->texmatrix = *matrix;
5601         layer->color[0] = r * r_refdef.view.colorscale;
5602         layer->color[1] = g * r_refdef.view.colorscale;
5603         layer->color[2] = b * r_refdef.view.colorscale;
5604         layer->color[3] = a;
5605 }
5606
5607 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5608 {
5609         double index, f;
5610         index = parms[2] + r_refdef.scene.time * parms[3];
5611         index -= floor(index);
5612         switch (func)
5613         {
5614         default:
5615         case Q3WAVEFUNC_NONE:
5616         case Q3WAVEFUNC_NOISE:
5617         case Q3WAVEFUNC_COUNT:
5618                 f = 0;
5619                 break;
5620         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5621         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5622         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5623         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5624         case Q3WAVEFUNC_TRIANGLE:
5625                 index *= 4;
5626                 f = index - floor(index);
5627                 if (index < 1)
5628                         f = f;
5629                 else if (index < 2)
5630                         f = 1 - f;
5631                 else if (index < 3)
5632                         f = -f;
5633                 else
5634                         f = -(1 - f);
5635                 break;
5636         }
5637         return (float)(parms[0] + parms[1] * f);
5638 }
5639
5640 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5641 {
5642         int w, h, idx;
5643         float f;
5644         float tcmat[12];
5645         matrix4x4_t matrix, temp;
5646         switch(tcmod->tcmod)
5647         {
5648                 case Q3TCMOD_COUNT:
5649                 case Q3TCMOD_NONE:
5650                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5651                                 matrix = r_waterscrollmatrix;
5652                         else
5653                                 matrix = identitymatrix;
5654                         break;
5655                 case Q3TCMOD_ENTITYTRANSLATE:
5656                         // this is used in Q3 to allow the gamecode to control texcoord
5657                         // scrolling on the entity, which is not supported in darkplaces yet.
5658                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5659                         break;
5660                 case Q3TCMOD_ROTATE:
5661                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5662                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5663                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5664                         break;
5665                 case Q3TCMOD_SCALE:
5666                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5667                         break;
5668                 case Q3TCMOD_SCROLL:
5669                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5670                         break;
5671                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5672                         w = (int) tcmod->parms[0];
5673                         h = (int) tcmod->parms[1];
5674                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5675                         f = f - floor(f);
5676                         idx = (int) floor(f * w * h);
5677                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5678                         break;
5679                 case Q3TCMOD_STRETCH:
5680                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5681                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5682                         break;
5683                 case Q3TCMOD_TRANSFORM:
5684                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5685                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5686                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5687                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5688                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5689                         break;
5690                 case Q3TCMOD_TURBULENT:
5691                         // this is handled in the RSurf_PrepareVertices function
5692                         matrix = identitymatrix;
5693                         break;
5694         }
5695         temp = *texmatrix;
5696         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5697 }
5698
5699 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5700 {
5701         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5702         char name[MAX_QPATH];
5703         skinframe_t *skinframe;
5704         unsigned char pixels[296*194];
5705         strlcpy(cache->name, skinname, sizeof(cache->name));
5706         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5707         if (developer_loading.integer)
5708                 Con_Printf("loading %s\n", name);
5709         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5710         if (!skinframe || !skinframe->base)
5711         {
5712                 unsigned char *f;
5713                 fs_offset_t filesize;
5714                 skinframe = NULL;
5715                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5716                 if (f)
5717                 {
5718                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5719                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5720                         Mem_Free(f);
5721                 }
5722         }
5723         cache->skinframe = skinframe;
5724 }
5725
5726 texture_t *R_GetCurrentTexture(texture_t *t)
5727 {
5728         int i;
5729         const entity_render_t *ent = rsurface.entity;
5730         dp_model_t *model = ent->model;
5731         q3shaderinfo_layer_tcmod_t *tcmod;
5732
5733         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5734                 return t->currentframe;
5735         t->update_lastrenderframe = r_frame;
5736         t->update_lastrenderentity = (void *)ent;
5737
5738         // switch to an alternate material if this is a q1bsp animated material
5739         {
5740                 texture_t *texture = t;
5741                 int s = rsurface.ent_skinnum;
5742                 if ((unsigned int)s >= (unsigned int)model->numskins)
5743                         s = 0;
5744                 if (model->skinscenes)
5745                 {
5746                         if (model->skinscenes[s].framecount > 1)
5747                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5748                         else
5749                                 s = model->skinscenes[s].firstframe;
5750                 }
5751                 if (s > 0)
5752                         t = t + s * model->num_surfaces;
5753                 if (t->animated)
5754                 {
5755                         // use an alternate animation if the entity's frame is not 0,
5756                         // and only if the texture has an alternate animation
5757                         if (rsurface.ent_alttextures && t->anim_total[1])
5758                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5759                         else
5760                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5761                 }
5762                 texture->currentframe = t;
5763         }
5764
5765         // update currentskinframe to be a qw skin or animation frame
5766         if (rsurface.ent_qwskin >= 0)
5767         {
5768                 i = rsurface.ent_qwskin;
5769                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5770                 {
5771                         r_qwskincache_size = cl.maxclients;
5772                         if (r_qwskincache)
5773                                 Mem_Free(r_qwskincache);
5774                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5775                 }
5776                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5777                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5778                 t->currentskinframe = r_qwskincache[i].skinframe;
5779                 if (t->currentskinframe == NULL)
5780                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5781         }
5782         else if (t->numskinframes >= 2)
5783                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5784         if (t->backgroundnumskinframes >= 2)
5785                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5786
5787         t->currentmaterialflags = t->basematerialflags;
5788         t->currentalpha = rsurface.ent_color[3];
5789         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5790                 t->currentalpha *= r_wateralpha.value;
5791         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5792                 t->currentalpha *= t->r_water_wateralpha;
5793         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5794                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5795         if (!(rsurface.ent_flags & RENDER_LIGHT))
5796                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5797         else if (rsurface.modeltexcoordlightmap2f == NULL)
5798         {
5799                 // pick a model lighting mode
5800                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5801                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5802                 else
5803                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5804         }
5805         if (rsurface.ent_flags & RENDER_ADDITIVE)
5806                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5807         else if (t->currentalpha < 1)
5808                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5809         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5810                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5811         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5812                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5813         if (t->backgroundnumskinframes)
5814                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5815         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5816         {
5817                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5818                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5819         }
5820         else
5821                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5822
5823         // there is no tcmod
5824         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5825         {
5826                 t->currenttexmatrix = r_waterscrollmatrix;
5827                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5828         }
5829         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5830         {
5831                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5832                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5833         }
5834
5835         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5836                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5837         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5838                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5839
5840         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5841         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5842         t->glosstexture = r_texture_black;
5843         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5844         t->backgroundglosstexture = r_texture_black;
5845         t->specularpower = r_shadow_glossexponent.value;
5846         // TODO: store reference values for these in the texture?
5847         t->specularscale = 0;
5848         if (r_shadow_gloss.integer > 0)
5849         {
5850                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5851                 {
5852                         if (r_shadow_glossintensity.value > 0)
5853                         {
5854                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5855                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5856                                 t->specularscale = r_shadow_glossintensity.value;
5857                         }
5858                 }
5859                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5860                 {
5861                         t->glosstexture = r_texture_white;
5862                         t->backgroundglosstexture = r_texture_white;
5863                         t->specularscale = r_shadow_gloss2intensity.value;
5864                         t->specularpower = r_shadow_gloss2exponent.value;
5865                 }
5866         }
5867         t->specularscale *= t->specularscalemod;
5868         t->specularpower *= t->specularpowermod;
5869
5870         // lightmaps mode looks bad with dlights using actual texturing, so turn
5871         // off the colormap and glossmap, but leave the normalmap on as it still
5872         // accurately represents the shading involved
5873         if (gl_lightmaps.integer)
5874         {
5875                 t->basetexture = r_texture_grey128;
5876                 t->backgroundbasetexture = NULL;
5877                 t->specularscale = 0;
5878                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5879         }
5880
5881         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5882         VectorClear(t->dlightcolor);
5883         t->currentnumlayers = 0;
5884         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5885         {
5886                 int layerflags = 0;
5887                 int blendfunc1, blendfunc2;
5888                 qboolean depthmask;
5889                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5890                 {
5891                         blendfunc1 = GL_SRC_ALPHA;
5892                         blendfunc2 = GL_ONE;
5893                 }
5894                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5895                 {
5896                         blendfunc1 = GL_SRC_ALPHA;
5897                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5898                 }
5899                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5900                 {
5901                         blendfunc1 = t->customblendfunc[0];
5902                         blendfunc2 = t->customblendfunc[1];
5903                 }
5904                 else
5905                 {
5906                         blendfunc1 = GL_ONE;
5907                         blendfunc2 = GL_ZERO;
5908                 }
5909                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5910                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5911                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5912                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5913                 {
5914                         // fullbright is not affected by r_refdef.lightmapintensity
5915                         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]);
5916                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5917                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5918                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5919                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5920                 }
5921                 else
5922                 {
5923                         vec3_t ambientcolor;
5924                         float colorscale;
5925                         // set the color tint used for lights affecting this surface
5926                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5927                         colorscale = 2;
5928                         // q3bsp has no lightmap updates, so the lightstylevalue that
5929                         // would normally be baked into the lightmap must be
5930                         // applied to the color
5931                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5932                         if (model->type == mod_brushq3)
5933                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5934                         colorscale *= r_refdef.lightmapintensity;
5935                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5936                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5937                         // basic lit geometry
5938                         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]);
5939                         // add pants/shirt if needed
5940                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5941                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5942                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5943                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5944                         // now add ambient passes if needed
5945                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5946                         {
5947                                 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]);
5948                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5949                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5950                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5951                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5952                         }
5953                 }
5954                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5955                         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]);
5956                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5957                 {
5958                         // if this is opaque use alpha blend which will darken the earlier
5959                         // passes cheaply.
5960                         //
5961                         // if this is an alpha blended material, all the earlier passes
5962                         // were darkened by fog already, so we only need to add the fog
5963                         // color ontop through the fog mask texture
5964                         //
5965                         // if this is an additive blended material, all the earlier passes
5966                         // were darkened by fog already, and we should not add fog color
5967                         // (because the background was not darkened, there is no fog color
5968                         // that was lost behind it).
5969                         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]);
5970                 }
5971         }
5972
5973         return t->currentframe;
5974 }
5975
5976 rsurfacestate_t rsurface;
5977
5978 void R_Mesh_ResizeArrays(int newvertices)
5979 {
5980         float *base;
5981         if (rsurface.array_size >= newvertices)
5982                 return;
5983         if (rsurface.array_modelvertex3f)
5984                 Mem_Free(rsurface.array_modelvertex3f);
5985         rsurface.array_size = (newvertices + 1023) & ~1023;
5986         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5987         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5988         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5989         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5990         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5991         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5992         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5993         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5994         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5995         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5996         rsurface.array_color4f           = base + rsurface.array_size * 27;
5997         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5998 }
5999
6000 void RSurf_ActiveWorldEntity(void)
6001 {
6002         dp_model_t *model = r_refdef.scene.worldmodel;
6003         //if (rsurface.entity == r_refdef.scene.worldentity)
6004         //      return;
6005         rsurface.entity = r_refdef.scene.worldentity;
6006         rsurface.ent_skinnum = 0;
6007         rsurface.ent_qwskin = -1;
6008         rsurface.ent_shadertime = 0;
6009         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6010         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6011         if (rsurface.array_size < model->surfmesh.num_vertices)
6012                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6013         rsurface.matrix = identitymatrix;
6014         rsurface.inversematrix = identitymatrix;
6015         rsurface.matrixscale = 1;
6016         rsurface.inversematrixscale = 1;
6017         R_Mesh_Matrix(&identitymatrix);
6018         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6019         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6020         rsurface.fograngerecip = r_refdef.fograngerecip;
6021         rsurface.fogheightfade = r_refdef.fogheightfade;
6022         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6023         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6024         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6025         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6026         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6027         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6028         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6029         VectorSet(rsurface.glowmod, 1, 1, 1);
6030         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6031         rsurface.frameblend[0].lerp = 1;
6032         rsurface.ent_alttextures = false;
6033         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6034         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6035         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6036         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6037         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6038         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6039         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6040         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6041         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6042         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6043         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6044         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6045         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6046         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6047         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6048         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6049         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6050         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6051         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6052         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6053         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6054         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6055         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6056         rsurface.modelelement3i = model->surfmesh.data_element3i;
6057         rsurface.modelelement3s = model->surfmesh.data_element3s;
6058         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6059         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6060         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6061         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6062         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6063         rsurface.modelsurfaces = model->data_surfaces;
6064         rsurface.generatedvertex = false;
6065         rsurface.vertex3f  = rsurface.modelvertex3f;
6066         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6067         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6068         rsurface.svector3f = rsurface.modelsvector3f;
6069         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6070         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6071         rsurface.tvector3f = rsurface.modeltvector3f;
6072         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6073         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6074         rsurface.normal3f  = rsurface.modelnormal3f;
6075         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6076         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6077         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6078 }
6079
6080 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6081 {
6082         dp_model_t *model = ent->model;
6083         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6084         //      return;
6085         rsurface.entity = (entity_render_t *)ent;
6086         rsurface.ent_skinnum = ent->skinnum;
6087         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6088         rsurface.ent_shadertime = ent->shadertime;
6089         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6090         rsurface.ent_flags = ent->flags;
6091         if (rsurface.array_size < model->surfmesh.num_vertices)
6092                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6093         rsurface.matrix = ent->matrix;
6094         rsurface.inversematrix = ent->inversematrix;
6095         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6096         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6097         R_Mesh_Matrix(&rsurface.matrix);
6098         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6099         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6100         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6101         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6102         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6103         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6104         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6105         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6106         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6107         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6108         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6109         VectorCopy(ent->glowmod, rsurface.glowmod);
6110         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6111         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6112         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6113         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6114         if (ent->model->brush.submodel)
6115         {
6116                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6117                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6118         }
6119         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6120         {
6121                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6122                 {
6123                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6124                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6125                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6126                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6127                 }
6128                 else if (wanttangents)
6129                 {
6130                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6131                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6132                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6133                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6134                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6135                 }
6136                 else if (wantnormals)
6137                 {
6138                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6139                         rsurface.modelsvector3f = NULL;
6140                         rsurface.modeltvector3f = NULL;
6141                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6142                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6143                 }
6144                 else
6145                 {
6146                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6147                         rsurface.modelsvector3f = NULL;
6148                         rsurface.modeltvector3f = NULL;
6149                         rsurface.modelnormal3f = NULL;
6150                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6151                 }
6152                 rsurface.modelvertex3f_bufferobject = 0;
6153                 rsurface.modelvertex3f_bufferoffset = 0;
6154                 rsurface.modelsvector3f_bufferobject = 0;
6155                 rsurface.modelsvector3f_bufferoffset = 0;
6156                 rsurface.modeltvector3f_bufferobject = 0;
6157                 rsurface.modeltvector3f_bufferoffset = 0;
6158                 rsurface.modelnormal3f_bufferobject = 0;
6159                 rsurface.modelnormal3f_bufferoffset = 0;
6160                 rsurface.generatedvertex = true;
6161         }
6162         else
6163         {
6164                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6165                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6166                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6167                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6168                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6169                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6170                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6171                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6172                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6173                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6174                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6175                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6176                 rsurface.generatedvertex = false;
6177         }
6178         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6179         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6180         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6181         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6182         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6183         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6184         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6185         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6186         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6187         rsurface.modelelement3i = model->surfmesh.data_element3i;
6188         rsurface.modelelement3s = model->surfmesh.data_element3s;
6189         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6190         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6191         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6192         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6193         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6194         rsurface.modelsurfaces = model->data_surfaces;
6195         rsurface.vertex3f  = rsurface.modelvertex3f;
6196         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6197         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6198         rsurface.svector3f = rsurface.modelsvector3f;
6199         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6200         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6201         rsurface.tvector3f = rsurface.modeltvector3f;
6202         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6203         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6204         rsurface.normal3f  = rsurface.modelnormal3f;
6205         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6206         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6207         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6208 }
6209
6210 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6211 {
6212         rsurface.entity = r_refdef.scene.worldentity;
6213         rsurface.ent_skinnum = 0;
6214         rsurface.ent_qwskin = -1;
6215         rsurface.ent_shadertime = shadertime;
6216         Vector4Set(rsurface.ent_color, r, g, b, a);
6217         rsurface.ent_flags = entflags;
6218         rsurface.modelnum_vertices = numvertices;
6219         rsurface.modelnum_triangles = numtriangles;
6220         if (rsurface.array_size < rsurface.modelnum_vertices)
6221                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6222         rsurface.matrix = *matrix;
6223         rsurface.inversematrix = *inversematrix;
6224         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6225         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6226         R_Mesh_Matrix(&rsurface.matrix);
6227         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6228         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6229         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6230         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6231         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6232         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6233         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6234         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6235         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6236         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6237         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6238         VectorSet(rsurface.glowmod, 1, 1, 1);
6239         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6240         rsurface.frameblend[0].lerp = 1;
6241         rsurface.ent_alttextures = false;
6242         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6243         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6244         if (wanttangents)
6245         {
6246                 rsurface.modelvertex3f = vertex3f;
6247                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6248                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6249                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6250         }
6251         else if (wantnormals)
6252         {
6253                 rsurface.modelvertex3f = vertex3f;
6254                 rsurface.modelsvector3f = NULL;
6255                 rsurface.modeltvector3f = NULL;
6256                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6257         }
6258         else
6259         {
6260                 rsurface.modelvertex3f = vertex3f;
6261                 rsurface.modelsvector3f = NULL;
6262                 rsurface.modeltvector3f = NULL;
6263                 rsurface.modelnormal3f = NULL;
6264         }
6265         rsurface.modelvertex3f_bufferobject = 0;
6266         rsurface.modelvertex3f_bufferoffset = 0;
6267         rsurface.modelsvector3f_bufferobject = 0;
6268         rsurface.modelsvector3f_bufferoffset = 0;
6269         rsurface.modeltvector3f_bufferobject = 0;
6270         rsurface.modeltvector3f_bufferoffset = 0;
6271         rsurface.modelnormal3f_bufferobject = 0;
6272         rsurface.modelnormal3f_bufferoffset = 0;
6273         rsurface.generatedvertex = true;
6274         rsurface.modellightmapcolor4f  = color4f;
6275         rsurface.modellightmapcolor4f_bufferobject = 0;
6276         rsurface.modellightmapcolor4f_bufferoffset = 0;
6277         rsurface.modeltexcoordtexture2f  = texcoord2f;
6278         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6279         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6280         rsurface.modeltexcoordlightmap2f  = NULL;
6281         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6282         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6283         rsurface.modelelement3i = element3i;
6284         rsurface.modelelement3s = element3s;
6285         rsurface.modelelement3i_bufferobject = 0;
6286         rsurface.modelelement3s_bufferobject = 0;
6287         rsurface.modellightmapoffsets = NULL;
6288         rsurface.modelsurfaces = NULL;
6289         rsurface.vertex3f  = rsurface.modelvertex3f;
6290         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6291         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6292         rsurface.svector3f = rsurface.modelsvector3f;
6293         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6294         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6295         rsurface.tvector3f = rsurface.modeltvector3f;
6296         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6297         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6298         rsurface.normal3f  = rsurface.modelnormal3f;
6299         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6300         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6301         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6302
6303         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6304         {
6305                 if ((wantnormals || wanttangents) && !normal3f)
6306                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6307                 if (wanttangents && !svector3f)
6308                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6309         }
6310 }
6311
6312 float RSurf_FogPoint(const float *v)
6313 {
6314         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6315         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6316         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6317         float FogHeightFade = r_refdef.fogheightfade;
6318         float fogfrac;
6319         unsigned int fogmasktableindex;
6320         if (r_refdef.fogplaneviewabove)
6321                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6322         else
6323                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6324         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6325         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6326 }
6327
6328 float RSurf_FogVertex(const float *v)
6329 {
6330         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6331         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6332         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6333         float FogHeightFade = rsurface.fogheightfade;
6334         float fogfrac;
6335         unsigned int fogmasktableindex;
6336         if (r_refdef.fogplaneviewabove)
6337                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6338         else
6339                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6340         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6341         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6342 }
6343
6344 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6345 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6346 {
6347         int deformindex;
6348         int texturesurfaceindex;
6349         int i, j;
6350         float amplitude;
6351         float animpos;
6352         float scale;
6353         const float *v1, *in_tc;
6354         float *out_tc;
6355         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6356         float waveparms[4];
6357         q3shaderinfo_deform_t *deform;
6358         // 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
6359         if (rsurface.generatedvertex)
6360         {
6361                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6362                         generatenormals = true;
6363                 for (i = 0;i < Q3MAXDEFORMS;i++)
6364                 {
6365                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6366                         {
6367                                 generatetangents = true;
6368                                 generatenormals = true;
6369                         }
6370                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6371                                 generatenormals = true;
6372                 }
6373                 if (generatenormals && !rsurface.modelnormal3f)
6374                 {
6375                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6376                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6377                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6378                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6379                 }
6380                 if (generatetangents && !rsurface.modelsvector3f)
6381                 {
6382                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6383                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6384                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6385                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6386                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6387                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6388                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6389                 }
6390         }
6391         rsurface.vertex3f  = rsurface.modelvertex3f;
6392         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6393         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6394         rsurface.svector3f = rsurface.modelsvector3f;
6395         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6396         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6397         rsurface.tvector3f = rsurface.modeltvector3f;
6398         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6399         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6400         rsurface.normal3f  = rsurface.modelnormal3f;
6401         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6402         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6403         // if vertices are deformed (sprite flares and things in maps, possibly
6404         // water waves, bulges and other deformations), generate them into
6405         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6406         // (may be static model data or generated data for an animated model, or
6407         //  the previous deform pass)
6408         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6409         {
6410                 switch (deform->deform)
6411                 {
6412                 default:
6413                 case Q3DEFORM_PROJECTIONSHADOW:
6414                 case Q3DEFORM_TEXT0:
6415                 case Q3DEFORM_TEXT1:
6416                 case Q3DEFORM_TEXT2:
6417                 case Q3DEFORM_TEXT3:
6418                 case Q3DEFORM_TEXT4:
6419                 case Q3DEFORM_TEXT5:
6420                 case Q3DEFORM_TEXT6:
6421                 case Q3DEFORM_TEXT7:
6422                 case Q3DEFORM_NONE:
6423                         break;
6424                 case Q3DEFORM_AUTOSPRITE:
6425                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6426                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6427                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6428                         VectorNormalize(newforward);
6429                         VectorNormalize(newright);
6430                         VectorNormalize(newup);
6431                         // make deformed versions of only the model vertices used by the specified surfaces
6432                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6433                         {
6434                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6435                                 // a single autosprite surface can contain multiple sprites...
6436                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6437                                 {
6438                                         VectorClear(center);
6439                                         for (i = 0;i < 4;i++)
6440                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6441                                         VectorScale(center, 0.25f, center);
6442                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6443                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6444                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6445                                         for (i = 0;i < 4;i++)
6446                                         {
6447                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6448                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6449                                         }
6450                                 }
6451                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6452                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6453                         }
6454                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6455                         rsurface.vertex3f_bufferobject = 0;
6456                         rsurface.vertex3f_bufferoffset = 0;
6457                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6458                         rsurface.svector3f_bufferobject = 0;
6459                         rsurface.svector3f_bufferoffset = 0;
6460                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6461                         rsurface.tvector3f_bufferobject = 0;
6462                         rsurface.tvector3f_bufferoffset = 0;
6463                         rsurface.normal3f = rsurface.array_deformednormal3f;
6464                         rsurface.normal3f_bufferobject = 0;
6465                         rsurface.normal3f_bufferoffset = 0;
6466                         break;
6467                 case Q3DEFORM_AUTOSPRITE2:
6468                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6469                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6470                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6471                         VectorNormalize(newforward);
6472                         VectorNormalize(newright);
6473                         VectorNormalize(newup);
6474                         // make deformed versions of only the model vertices used by the specified surfaces
6475                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6476                         {
6477                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6478                                 const float *v1, *v2;
6479                                 vec3_t start, end;
6480                                 float f, l;
6481                                 struct
6482                                 {
6483                                         float length2;
6484                                         const float *v1;
6485                                         const float *v2;
6486                                 }
6487                                 shortest[2];
6488                                 memset(shortest, 0, sizeof(shortest));
6489                                 // a single autosprite surface can contain multiple sprites...
6490                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6491                                 {
6492                                         VectorClear(center);
6493                                         for (i = 0;i < 4;i++)
6494                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6495                                         VectorScale(center, 0.25f, center);
6496                                         // find the two shortest edges, then use them to define the
6497                                         // axis vectors for rotating around the central axis
6498                                         for (i = 0;i < 6;i++)
6499                                         {
6500                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6501                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6502 #if 0
6503                                                 Debug_PolygonBegin(NULL, 0);
6504                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6505                                                 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);
6506                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6507                                                 Debug_PolygonEnd();
6508 #endif
6509                                                 l = VectorDistance2(v1, v2);
6510                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6511                                                 if (v1[2] != v2[2])
6512                                                         l += (1.0f / 1024.0f);
6513                                                 if (shortest[0].length2 > l || i == 0)
6514                                                 {
6515                                                         shortest[1] = shortest[0];
6516                                                         shortest[0].length2 = l;
6517                                                         shortest[0].v1 = v1;
6518                                                         shortest[0].v2 = v2;
6519                                                 }
6520                                                 else if (shortest[1].length2 > l || i == 1)
6521                                                 {
6522                                                         shortest[1].length2 = l;
6523                                                         shortest[1].v1 = v1;
6524                                                         shortest[1].v2 = v2;
6525                                                 }
6526                                         }
6527                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6528                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6529 #if 0
6530                                         Debug_PolygonBegin(NULL, 0);
6531                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6532                                         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);
6533                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6534                                         Debug_PolygonEnd();
6535 #endif
6536                                         // this calculates the right vector from the shortest edge
6537                                         // and the up vector from the edge midpoints
6538                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6539                                         VectorNormalize(right);
6540                                         VectorSubtract(end, start, up);
6541                                         VectorNormalize(up);
6542                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6543                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6544                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6545                                         VectorNegate(forward, forward);
6546                                         VectorReflect(forward, 0, up, forward);
6547                                         VectorNormalize(forward);
6548                                         CrossProduct(up, forward, newright);
6549                                         VectorNormalize(newright);
6550 #if 0
6551                                         Debug_PolygonBegin(NULL, 0);
6552                                         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);
6553                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6554                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6555                                         Debug_PolygonEnd();
6556 #endif
6557 #if 0
6558                                         Debug_PolygonBegin(NULL, 0);
6559                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6560                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6561                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6562                                         Debug_PolygonEnd();
6563 #endif
6564                                         // rotate the quad around the up axis vector, this is made
6565                                         // especially easy by the fact we know the quad is flat,
6566                                         // so we only have to subtract the center position and
6567                                         // measure distance along the right vector, and then
6568                                         // multiply that by the newright vector and add back the
6569                                         // center position
6570                                         // we also need to subtract the old position to undo the
6571                                         // displacement from the center, which we do with a
6572                                         // DotProduct, the subtraction/addition of center is also
6573                                         // optimized into DotProducts here
6574                                         l = DotProduct(right, center);
6575                                         for (i = 0;i < 4;i++)
6576                                         {
6577                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6578                                                 f = DotProduct(right, v1) - l;
6579                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6580                                         }
6581                                 }
6582                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6583                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6584                         }
6585                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6586                         rsurface.vertex3f_bufferobject = 0;
6587                         rsurface.vertex3f_bufferoffset = 0;
6588                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6589                         rsurface.svector3f_bufferobject = 0;
6590                         rsurface.svector3f_bufferoffset = 0;
6591                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6592                         rsurface.tvector3f_bufferobject = 0;
6593                         rsurface.tvector3f_bufferoffset = 0;
6594                         rsurface.normal3f = rsurface.array_deformednormal3f;
6595                         rsurface.normal3f_bufferobject = 0;
6596                         rsurface.normal3f_bufferoffset = 0;
6597                         break;
6598                 case Q3DEFORM_NORMAL:
6599                         // deform the normals to make reflections wavey
6600                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6601                         {
6602                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6603                                 for (j = 0;j < surface->num_vertices;j++)
6604                                 {
6605                                         float vertex[3];
6606                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6607                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6608                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6609                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6610                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6611                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6612                                         VectorNormalize(normal);
6613                                 }
6614                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6615                         }
6616                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6617                         rsurface.svector3f_bufferobject = 0;
6618                         rsurface.svector3f_bufferoffset = 0;
6619                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6620                         rsurface.tvector3f_bufferobject = 0;
6621                         rsurface.tvector3f_bufferoffset = 0;
6622                         rsurface.normal3f = rsurface.array_deformednormal3f;
6623                         rsurface.normal3f_bufferobject = 0;
6624                         rsurface.normal3f_bufferoffset = 0;
6625                         break;
6626                 case Q3DEFORM_WAVE:
6627                         // deform vertex array to make wavey water and flags and such
6628                         waveparms[0] = deform->waveparms[0];
6629                         waveparms[1] = deform->waveparms[1];
6630                         waveparms[2] = deform->waveparms[2];
6631                         waveparms[3] = deform->waveparms[3];
6632                         // this is how a divisor of vertex influence on deformation
6633                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6634                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6635                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6636                         {
6637                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6638                                 for (j = 0;j < surface->num_vertices;j++)
6639                                 {
6640                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6641                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6642                                         // if the wavefunc depends on time, evaluate it per-vertex
6643                                         if (waveparms[3])
6644                                         {
6645                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6646                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6647                                         }
6648                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6649                                 }
6650                         }
6651                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6652                         rsurface.vertex3f_bufferobject = 0;
6653                         rsurface.vertex3f_bufferoffset = 0;
6654                         break;
6655                 case Q3DEFORM_BULGE:
6656                         // deform vertex array to make the surface have moving bulges
6657                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6658                         {
6659                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6660                                 for (j = 0;j < surface->num_vertices;j++)
6661                                 {
6662                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6663                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6664                                 }
6665                         }
6666                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6667                         rsurface.vertex3f_bufferobject = 0;
6668                         rsurface.vertex3f_bufferoffset = 0;
6669                         break;
6670                 case Q3DEFORM_MOVE:
6671                         // deform vertex array
6672                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6673                         VectorScale(deform->parms, scale, waveparms);
6674                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6675                         {
6676                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6677                                 for (j = 0;j < surface->num_vertices;j++)
6678                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6679                         }
6680                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6681                         rsurface.vertex3f_bufferobject = 0;
6682                         rsurface.vertex3f_bufferoffset = 0;
6683                         break;
6684                 }
6685         }
6686         // generate texcoords based on the chosen texcoord source
6687         switch(rsurface.texture->tcgen.tcgen)
6688         {
6689         default:
6690         case Q3TCGEN_TEXTURE:
6691                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6692                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6693                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6694                 break;
6695         case Q3TCGEN_LIGHTMAP:
6696                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6697                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6698                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6699                 break;
6700         case Q3TCGEN_VECTOR:
6701                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6702                 {
6703                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6704                         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)
6705                         {
6706                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6707                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6708                         }
6709                 }
6710                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6711                 rsurface.texcoordtexture2f_bufferobject  = 0;
6712                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6713                 break;
6714         case Q3TCGEN_ENVIRONMENT:
6715                 // make environment reflections using a spheremap
6716                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6717                 {
6718                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6719                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6720                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6721                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6722                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6723                         {
6724                                 // identical to Q3A's method, but executed in worldspace so
6725                                 // carried models can be shiny too
6726
6727                                 float viewer[3], d, reflected[3], worldreflected[3];
6728
6729                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6730                                 // VectorNormalize(viewer);
6731
6732                                 d = DotProduct(normal, viewer);
6733
6734                                 reflected[0] = normal[0]*2*d - viewer[0];
6735                                 reflected[1] = normal[1]*2*d - viewer[1];
6736                                 reflected[2] = normal[2]*2*d - viewer[2];
6737                                 // note: this is proportinal to viewer, so we can normalize later
6738
6739                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6740                                 VectorNormalize(worldreflected);
6741
6742                                 // note: this sphere map only uses world x and z!
6743                                 // so positive and negative y will LOOK THE SAME.
6744                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6745                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6746                         }
6747                 }
6748                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6749                 rsurface.texcoordtexture2f_bufferobject  = 0;
6750                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6751                 break;
6752         }
6753         // the only tcmod that needs software vertex processing is turbulent, so
6754         // check for it here and apply the changes if needed
6755         // and we only support that as the first one
6756         // (handling a mixture of turbulent and other tcmods would be problematic
6757         //  without punting it entirely to a software path)
6758         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6759         {
6760                 amplitude = rsurface.texture->tcmods[0].parms[1];
6761                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6762                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6763                 {
6764                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6765                         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)
6766                         {
6767                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6768                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6769                         }
6770                 }
6771                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6772                 rsurface.texcoordtexture2f_bufferobject  = 0;
6773                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6774         }
6775         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6776         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6777         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6778         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6779 }
6780
6781 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6782 {
6783         int i, j;
6784         const msurface_t *surface = texturesurfacelist[0];
6785         const msurface_t *surface2;
6786         int firstvertex;
6787         int endvertex;
6788         int numvertices;
6789         int numtriangles;
6790         // TODO: lock all array ranges before render, rather than on each surface
6791         if (texturenumsurfaces == 1)
6792         {
6793                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6794                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6795         }
6796         else if (r_batchmode.integer == 2)
6797         {
6798                 #define MAXBATCHTRIANGLES 4096
6799                 int batchtriangles = 0;
6800                 int batchelements[MAXBATCHTRIANGLES*3];
6801                 for (i = 0;i < texturenumsurfaces;i = j)
6802                 {
6803                         surface = texturesurfacelist[i];
6804                         j = i + 1;
6805                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6806                         {
6807                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6808                                 continue;
6809                         }
6810                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6811                         batchtriangles = surface->num_triangles;
6812                         firstvertex = surface->num_firstvertex;
6813                         endvertex = surface->num_firstvertex + surface->num_vertices;
6814                         for (;j < texturenumsurfaces;j++)
6815                         {
6816                                 surface2 = texturesurfacelist[j];
6817                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6818                                         break;
6819                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6820                                 batchtriangles += surface2->num_triangles;
6821                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6822                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6823                         }
6824                         surface2 = texturesurfacelist[j-1];
6825                         numvertices = endvertex - firstvertex;
6826                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6827                 }
6828         }
6829         else if (r_batchmode.integer == 1)
6830         {
6831                 for (i = 0;i < texturenumsurfaces;i = j)
6832                 {
6833                         surface = texturesurfacelist[i];
6834                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6835                                 if (texturesurfacelist[j] != surface2)
6836                                         break;
6837                         surface2 = texturesurfacelist[j-1];
6838                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6839                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6840                         GL_LockArrays(surface->num_firstvertex, numvertices);
6841                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6842                 }
6843         }
6844         else
6845         {
6846                 for (i = 0;i < texturenumsurfaces;i++)
6847                 {
6848                         surface = texturesurfacelist[i];
6849                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6850                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6851                 }
6852         }
6853 }
6854
6855 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6856 {
6857         int i, planeindex, vertexindex;
6858         float d, bestd;
6859         vec3_t vert;
6860         const float *v;
6861         r_waterstate_waterplane_t *p, *bestp;
6862         const msurface_t *surface;
6863         if (r_waterstate.renderingscene)
6864                 return;
6865         for (i = 0;i < texturenumsurfaces;i++)
6866         {
6867                 surface = texturesurfacelist[i];
6868                 if (lightmaptexunit >= 0)
6869                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6870                 if (deluxemaptexunit >= 0)
6871                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6872                 // pick the closest matching water plane
6873                 bestd = 0;
6874                 bestp = NULL;
6875                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6876                 {
6877                         d = 0;
6878                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6879                         {
6880                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6881                                 d += fabs(PlaneDiff(vert, &p->plane));
6882                         }
6883                         if (bestd > d || !bestp)
6884                         {
6885                                 bestd = d;
6886                                 bestp = p;
6887                         }
6888                 }
6889                 if (bestp)
6890                 {
6891                         if (refractiontexunit >= 0)
6892                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6893                         if (reflectiontexunit >= 0)
6894                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6895                 }
6896                 else
6897                 {
6898                         if (refractiontexunit >= 0)
6899                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6900                         if (reflectiontexunit >= 0)
6901                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6902                 }
6903                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6904                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6905         }
6906 }
6907
6908 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6909 {
6910         int i;
6911         int j;
6912         const msurface_t *surface = texturesurfacelist[0];
6913         const msurface_t *surface2;
6914         int firstvertex;
6915         int endvertex;
6916         int numvertices;
6917         int numtriangles;
6918         // TODO: lock all array ranges before render, rather than on each surface
6919         if (texturenumsurfaces == 1)
6920         {
6921                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6922                 if (deluxemaptexunit >= 0)
6923                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6924                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6925                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6926         }
6927         else if (r_batchmode.integer == 2)
6928         {
6929                 #define MAXBATCHTRIANGLES 4096
6930                 int batchtriangles = 0;
6931                 int batchelements[MAXBATCHTRIANGLES*3];
6932                 for (i = 0;i < texturenumsurfaces;i = j)
6933                 {
6934                         surface = texturesurfacelist[i];
6935                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6936                         if (deluxemaptexunit >= 0)
6937                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6938                         j = i + 1;
6939                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6940                         {
6941                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6942                                 continue;
6943                         }
6944                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6945                         batchtriangles = surface->num_triangles;
6946                         firstvertex = surface->num_firstvertex;
6947                         endvertex = surface->num_firstvertex + surface->num_vertices;
6948                         for (;j < texturenumsurfaces;j++)
6949                         {
6950                                 surface2 = texturesurfacelist[j];
6951                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6952                                         break;
6953                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6954                                 batchtriangles += surface2->num_triangles;
6955                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6956                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6957                         }
6958                         surface2 = texturesurfacelist[j-1];
6959                         numvertices = endvertex - firstvertex;
6960                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6961                 }
6962         }
6963         else if (r_batchmode.integer == 1)
6964         {
6965 #if 0
6966                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6967                 for (i = 0;i < texturenumsurfaces;i = j)
6968                 {
6969                         surface = texturesurfacelist[i];
6970                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6971                                 if (texturesurfacelist[j] != surface2)
6972                                         break;
6973                         Con_Printf(" %i", j - i);
6974                 }
6975                 Con_Printf("\n");
6976                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6977 #endif
6978                 for (i = 0;i < texturenumsurfaces;i = j)
6979                 {
6980                         surface = texturesurfacelist[i];
6981                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6982                         if (deluxemaptexunit >= 0)
6983                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6984                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6985                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6986                                         break;
6987 #if 0
6988                         Con_Printf(" %i", j - i);
6989 #endif
6990                         surface2 = texturesurfacelist[j-1];
6991                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6992                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6993                         GL_LockArrays(surface->num_firstvertex, numvertices);
6994                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6995                 }
6996 #if 0
6997                 Con_Printf("\n");
6998 #endif
6999         }
7000         else
7001         {
7002                 for (i = 0;i < texturenumsurfaces;i++)
7003                 {
7004                         surface = texturesurfacelist[i];
7005                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7006                         if (deluxemaptexunit >= 0)
7007                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7008                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7009                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7010                 }
7011         }
7012 }
7013
7014 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7015 {
7016         int j;
7017         int texturesurfaceindex;
7018         if (r_showsurfaces.integer == 2)
7019         {
7020                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7021                 {
7022                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7023                         for (j = 0;j < surface->num_triangles;j++)
7024                         {
7025                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7026                                 GL_Color(f, f, f, 1);
7027                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7028                         }
7029                 }
7030         }
7031         else
7032         {
7033                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7034                 {
7035                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7036                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7037                         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);
7038                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7039                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7040                 }
7041         }
7042 }
7043
7044 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7045 {
7046         int texturesurfaceindex;
7047         int i;
7048         const float *v;
7049         float *c2;
7050         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7051         {
7052                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7053                 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)
7054                 {
7055                         c2[0] = 0.5;
7056                         c2[1] = 0.5;
7057                         c2[2] = 0.5;
7058                         c2[3] = 1;
7059                 }
7060         }
7061         rsurface.lightmapcolor4f = rsurface.array_color4f;
7062         rsurface.lightmapcolor4f_bufferobject = 0;
7063         rsurface.lightmapcolor4f_bufferoffset = 0;
7064 }
7065
7066 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7067 {
7068         int texturesurfaceindex;
7069         int i;
7070         float f;
7071         const float *v;
7072         const float *c;
7073         float *c2;
7074         if (rsurface.lightmapcolor4f)
7075         {
7076                 // generate color arrays for the surfaces in this list
7077                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7078                 {
7079                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7080                         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)
7081                         {
7082                                 f = RSurf_FogVertex(v);
7083                                 c2[0] = c[0] * f;
7084                                 c2[1] = c[1] * f;
7085                                 c2[2] = c[2] * f;
7086                                 c2[3] = c[3];
7087                         }
7088                 }
7089         }
7090         else
7091         {
7092                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7093                 {
7094                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7095                         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)
7096                         {
7097                                 f = RSurf_FogVertex(v);
7098                                 c2[0] = f;
7099                                 c2[1] = f;
7100                                 c2[2] = f;
7101                                 c2[3] = 1;
7102                         }
7103                 }
7104         }
7105         rsurface.lightmapcolor4f = rsurface.array_color4f;
7106         rsurface.lightmapcolor4f_bufferobject = 0;
7107         rsurface.lightmapcolor4f_bufferoffset = 0;
7108 }
7109
7110 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7111 {
7112         int texturesurfaceindex;
7113         int i;
7114         float f;
7115         const float *v;
7116         const float *c;
7117         float *c2;
7118         if (!rsurface.lightmapcolor4f)
7119                 return;
7120         // generate color arrays for the surfaces in this list
7121         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7122         {
7123                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7124                 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)
7125                 {
7126                         f = RSurf_FogVertex(v);
7127                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7128                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7129                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7130                         c2[3] = c[3];
7131                 }
7132         }
7133         rsurface.lightmapcolor4f = rsurface.array_color4f;
7134         rsurface.lightmapcolor4f_bufferobject = 0;
7135         rsurface.lightmapcolor4f_bufferoffset = 0;
7136 }
7137
7138 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7139 {
7140         int texturesurfaceindex;
7141         int i;
7142         const float *c;
7143         float *c2;
7144         if (!rsurface.lightmapcolor4f)
7145                 return;
7146         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7147         {
7148                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7149                 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)
7150                 {
7151                         c2[0] = c[0] * r;
7152                         c2[1] = c[1] * g;
7153                         c2[2] = c[2] * b;
7154                         c2[3] = c[3] * a;
7155                 }
7156         }
7157         rsurface.lightmapcolor4f = rsurface.array_color4f;
7158         rsurface.lightmapcolor4f_bufferobject = 0;
7159         rsurface.lightmapcolor4f_bufferoffset = 0;
7160 }
7161
7162 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7163 {
7164         int texturesurfaceindex;
7165         int i;
7166         const float *c;
7167         float *c2;
7168         if (!rsurface.lightmapcolor4f)
7169                 return;
7170         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7171         {
7172                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7173                 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)
7174                 {
7175                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7176                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7177                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7178                         c2[3] = c[3];
7179                 }
7180         }
7181         rsurface.lightmapcolor4f = rsurface.array_color4f;
7182         rsurface.lightmapcolor4f_bufferobject = 0;
7183         rsurface.lightmapcolor4f_bufferoffset = 0;
7184 }
7185
7186 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7187 {
7188         // TODO: optimize
7189         rsurface.lightmapcolor4f = NULL;
7190         rsurface.lightmapcolor4f_bufferobject = 0;
7191         rsurface.lightmapcolor4f_bufferoffset = 0;
7192         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7193         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7194         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7195         GL_Color(r, g, b, a);
7196         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7197 }
7198
7199 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7200 {
7201         // TODO: optimize applyfog && applycolor case
7202         // just apply fog if necessary, and tint the fog color array if necessary
7203         rsurface.lightmapcolor4f = NULL;
7204         rsurface.lightmapcolor4f_bufferobject = 0;
7205         rsurface.lightmapcolor4f_bufferoffset = 0;
7206         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7207         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7208         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7209         GL_Color(r, g, b, a);
7210         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7211 }
7212
7213 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7214 {
7215         int texturesurfaceindex;
7216         int i;
7217         float *c;
7218         // TODO: optimize
7219         if (texturesurfacelist[0]->lightmapinfo)
7220         {
7221                 // generate color arrays for the surfaces in this list
7222                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7223                 {
7224                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7225                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7226                         {
7227                                 if (surface->lightmapinfo->samples)
7228                                 {
7229                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7230                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7231                                         VectorScale(lm, scale, c);
7232                                         if (surface->lightmapinfo->styles[1] != 255)
7233                                         {
7234                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7235                                                 lm += size3;
7236                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7237                                                 VectorMA(c, scale, lm, c);
7238                                                 if (surface->lightmapinfo->styles[2] != 255)
7239                                                 {
7240                                                         lm += size3;
7241                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7242                                                         VectorMA(c, scale, lm, c);
7243                                                         if (surface->lightmapinfo->styles[3] != 255)
7244                                                         {
7245                                                                 lm += size3;
7246                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7247                                                                 VectorMA(c, scale, lm, c);
7248                                                         }
7249                                                 }
7250                                         }
7251                                 }
7252                                 else
7253                                         VectorClear(c);
7254                                 c[3] = 1;
7255                         }
7256                 }
7257                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7258                 rsurface.lightmapcolor4f_bufferobject = 0;
7259                 rsurface.lightmapcolor4f_bufferoffset = 0;
7260         }
7261         else
7262         {
7263                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7264                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7265                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7266         }
7267         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7268         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7269         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7270         GL_Color(r, g, b, a);
7271         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7272 }
7273
7274 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7275 {
7276         int texturesurfaceindex;
7277         int i;
7278         float f;
7279         float alpha;
7280         const float *v;
7281         const float *n;
7282         float *c;
7283         vec3_t ambientcolor;
7284         vec3_t diffusecolor;
7285         vec3_t lightdir;
7286         // TODO: optimize
7287         // model lighting
7288         VectorCopy(rsurface.modellight_lightdir, lightdir);
7289         f = 0.5f * r_refdef.lightmapintensity;
7290         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7291         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7292         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7293         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7294         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7295         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7296         alpha = *a;
7297         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7298         {
7299                 // generate color arrays for the surfaces in this list
7300                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7301                 {
7302                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7303                         int numverts = surface->num_vertices;
7304                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7305                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7306                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7307                         // q3-style directional shading
7308                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7309                         {
7310                                 if ((f = DotProduct(n, lightdir)) > 0)
7311                                         VectorMA(ambientcolor, f, diffusecolor, c);
7312                                 else
7313                                         VectorCopy(ambientcolor, c);
7314                                 c[3] = alpha;
7315                         }
7316                 }
7317                 *r = 1;
7318                 *g = 1;
7319                 *b = 1;
7320                 *a = 1;
7321                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7322                 rsurface.lightmapcolor4f_bufferobject = 0;
7323                 rsurface.lightmapcolor4f_bufferoffset = 0;
7324                 *applycolor = false;
7325         }
7326         else
7327         {
7328                 *r = ambientcolor[0];
7329                 *g = ambientcolor[1];
7330                 *b = ambientcolor[2];
7331                 rsurface.lightmapcolor4f = NULL;
7332                 rsurface.lightmapcolor4f_bufferobject = 0;
7333                 rsurface.lightmapcolor4f_bufferoffset = 0;
7334         }
7335 }
7336
7337 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7338 {
7339         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7340         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7341         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7342         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7343         GL_Color(r, g, b, a);
7344         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7345 }
7346
7347 void RSurf_SetupDepthAndCulling(void)
7348 {
7349         // submodels are biased to avoid z-fighting with world surfaces that they
7350         // may be exactly overlapping (avoids z-fighting artifacts on certain
7351         // doors and things in Quake maps)
7352         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7353         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7354         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7355         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7356 }
7357
7358 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7359 {
7360         // transparent sky would be ridiculous
7361         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7362                 return;
7363         R_SetupGenericShader(false);
7364         skyrenderlater = true;
7365         RSurf_SetupDepthAndCulling();
7366         GL_DepthMask(true);
7367         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7368         // skymasking on them, and Quake3 never did sky masking (unlike
7369         // software Quake and software Quake2), so disable the sky masking
7370         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7371         // and skymasking also looks very bad when noclipping outside the
7372         // level, so don't use it then either.
7373         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7374         {
7375                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7376                 R_Mesh_ColorPointer(NULL, 0, 0);
7377                 R_Mesh_ResetTextureState();
7378                 if (skyrendermasked)
7379                 {
7380                         R_SetupDepthOrShadowShader();
7381                         // depth-only (masking)
7382                         GL_ColorMask(0,0,0,0);
7383                         // just to make sure that braindead drivers don't draw
7384                         // anything despite that colormask...
7385                         GL_BlendFunc(GL_ZERO, GL_ONE);
7386                 }
7387                 else
7388                 {
7389                         R_SetupGenericShader(false);
7390                         // fog sky
7391                         GL_BlendFunc(GL_ONE, GL_ZERO);
7392                 }
7393                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7394                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7395                 if (skyrendermasked)
7396                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7397         }
7398         R_Mesh_ResetTextureState();
7399         GL_Color(1, 1, 1, 1);
7400 }
7401
7402 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7403 {
7404         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7405                 return;
7406
7407         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7408         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7409         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7410         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7411         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7412         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7413         if (rsurface.texture->backgroundcurrentskinframe)
7414         {
7415                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7416                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7417                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7418                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7419         }
7420         if(rsurface.texture->colormapping)
7421         {
7422                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7423                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7424         }
7425         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7426         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7427                 R_Mesh_ColorPointer(NULL, 0, 0);
7428         else
7429                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7430
7431         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7432         {
7433                 // render background
7434                 GL_BlendFunc(GL_ONE, GL_ZERO);
7435                 GL_DepthMask(true);
7436                 GL_AlphaTest(false);
7437
7438                 GL_Color(1, 1, 1, 1);
7439                 R_Mesh_ColorPointer(NULL, 0, 0);
7440
7441                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7442                 if (r_glsl_permutation)
7443                 {
7444                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7445                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7446                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7447                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7448                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7449                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7450                         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);
7451                 }
7452                 GL_LockArrays(0, 0);
7453
7454                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7455                 GL_DepthMask(false);
7456                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7457                         R_Mesh_ColorPointer(NULL, 0, 0);
7458                 else
7459                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7460                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7461                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7462         }
7463
7464         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7465         if (!r_glsl_permutation)
7466                 return;
7467
7468         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7469         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7470         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7471         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7472         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7473         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7474
7475         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7476         {
7477                 GL_BlendFunc(GL_ONE, GL_ZERO);
7478                 GL_DepthMask(true);
7479                 GL_AlphaTest(false);
7480         }
7481         else
7482         {
7483                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7484                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7485                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7486         }
7487
7488         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7489         {
7490                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7491                         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);
7492                 else
7493                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7494         }
7495         else
7496         {
7497                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7498                         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);
7499                 else
7500                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7501         }
7502         GL_LockArrays(0, 0);
7503 }
7504
7505 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7506 {
7507         // OpenGL 1.3 path - anything not completely ancient
7508         int texturesurfaceindex;
7509         qboolean applycolor;
7510         qboolean applyfog;
7511         rmeshstate_t m;
7512         int layerindex;
7513         const texturelayer_t *layer;
7514         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7515
7516         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7517         {
7518                 vec4_t layercolor;
7519                 int layertexrgbscale;
7520                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7521                 {
7522                         if (layerindex == 0)
7523                                 GL_AlphaTest(true);
7524                         else
7525                         {
7526                                 GL_AlphaTest(false);
7527                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7528                         }
7529                 }
7530                 GL_DepthMask(layer->depthmask && writedepth);
7531                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7532                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7533                 {
7534                         layertexrgbscale = 4;
7535                         VectorScale(layer->color, 0.25f, layercolor);
7536                 }
7537                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7538                 {
7539                         layertexrgbscale = 2;
7540                         VectorScale(layer->color, 0.5f, layercolor);
7541                 }
7542                 else
7543                 {
7544                         layertexrgbscale = 1;
7545                         VectorScale(layer->color, 1.0f, layercolor);
7546                 }
7547                 layercolor[3] = layer->color[3];
7548                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7549                 R_Mesh_ColorPointer(NULL, 0, 0);
7550                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7551                 switch (layer->type)
7552                 {
7553                 case TEXTURELAYERTYPE_LITTEXTURE:
7554                         memset(&m, 0, sizeof(m));
7555                         m.tex[0] = R_GetTexture(r_texture_white);
7556                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7557                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7558                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7559                         m.tex[1] = R_GetTexture(layer->texture);
7560                         m.texmatrix[1] = layer->texmatrix;
7561                         m.texrgbscale[1] = layertexrgbscale;
7562                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7563                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7564                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7565                         R_Mesh_TextureState(&m);
7566                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7567                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7568                         else if (rsurface.uselightmaptexture)
7569                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7570                         else
7571                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7572                         break;
7573                 case TEXTURELAYERTYPE_TEXTURE:
7574                         memset(&m, 0, sizeof(m));
7575                         m.tex[0] = R_GetTexture(layer->texture);
7576                         m.texmatrix[0] = layer->texmatrix;
7577                         m.texrgbscale[0] = layertexrgbscale;
7578                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7579                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7580                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7581                         R_Mesh_TextureState(&m);
7582                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7583                         break;
7584                 case TEXTURELAYERTYPE_FOG:
7585                         memset(&m, 0, sizeof(m));
7586                         m.texrgbscale[0] = layertexrgbscale;
7587                         if (layer->texture)
7588                         {
7589                                 m.tex[0] = R_GetTexture(layer->texture);
7590                                 m.texmatrix[0] = layer->texmatrix;
7591                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7592                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7593                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7594                         }
7595                         R_Mesh_TextureState(&m);
7596                         // generate a color array for the fog pass
7597                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7598                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7599                         {
7600                                 int i;
7601                                 float f;
7602                                 const float *v;
7603                                 float *c;
7604                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7605                                 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)
7606                                 {
7607                                         f = 1 - RSurf_FogVertex(v);
7608                                         c[0] = layercolor[0];
7609                                         c[1] = layercolor[1];
7610                                         c[2] = layercolor[2];
7611                                         c[3] = f * layercolor[3];
7612                                 }
7613                         }
7614                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7615                         break;
7616                 default:
7617                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7618                 }
7619                 GL_LockArrays(0, 0);
7620         }
7621         CHECKGLERROR
7622         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7623         {
7624                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7625                 GL_AlphaTest(false);
7626         }
7627 }
7628
7629 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7630 {
7631         // OpenGL 1.1 - crusty old voodoo path
7632         int texturesurfaceindex;
7633         qboolean applyfog;
7634         rmeshstate_t m;
7635         int layerindex;
7636         const texturelayer_t *layer;
7637         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7638
7639         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7640         {
7641                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7642                 {
7643                         if (layerindex == 0)
7644                                 GL_AlphaTest(true);
7645                         else
7646                         {
7647                                 GL_AlphaTest(false);
7648                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7649                         }
7650                 }
7651                 GL_DepthMask(layer->depthmask && writedepth);
7652                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7653                 R_Mesh_ColorPointer(NULL, 0, 0);
7654                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7655                 switch (layer->type)
7656                 {
7657                 case TEXTURELAYERTYPE_LITTEXTURE:
7658                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7659                         {
7660                                 // two-pass lit texture with 2x rgbscale
7661                                 // first the lightmap pass
7662                                 memset(&m, 0, sizeof(m));
7663                                 m.tex[0] = R_GetTexture(r_texture_white);
7664                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7665                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7666                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7667                                 R_Mesh_TextureState(&m);
7668                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7669                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7670                                 else if (rsurface.uselightmaptexture)
7671                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7672                                 else
7673                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7674                                 GL_LockArrays(0, 0);
7675                                 // then apply the texture to it
7676                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7677                                 memset(&m, 0, sizeof(m));
7678                                 m.tex[0] = R_GetTexture(layer->texture);
7679                                 m.texmatrix[0] = layer->texmatrix;
7680                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7681                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7682                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7683                                 R_Mesh_TextureState(&m);
7684                                 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);
7685                         }
7686                         else
7687                         {
7688                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7689                                 memset(&m, 0, sizeof(m));
7690                                 m.tex[0] = R_GetTexture(layer->texture);
7691                                 m.texmatrix[0] = layer->texmatrix;
7692                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7693                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7694                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7695                                 R_Mesh_TextureState(&m);
7696                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7697                                         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);
7698                                 else
7699                                         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);
7700                         }
7701                         break;
7702                 case TEXTURELAYERTYPE_TEXTURE:
7703                         // singletexture unlit texture with transparency support
7704                         memset(&m, 0, sizeof(m));
7705                         m.tex[0] = R_GetTexture(layer->texture);
7706                         m.texmatrix[0] = layer->texmatrix;
7707                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7708                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7709                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7710                         R_Mesh_TextureState(&m);
7711                         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);
7712                         break;
7713                 case TEXTURELAYERTYPE_FOG:
7714                         // singletexture fogging
7715                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7716                         if (layer->texture)
7717                         {
7718                                 memset(&m, 0, sizeof(m));
7719                                 m.tex[0] = R_GetTexture(layer->texture);
7720                                 m.texmatrix[0] = layer->texmatrix;
7721                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7722                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7723                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7724                                 R_Mesh_TextureState(&m);
7725                         }
7726                         else
7727                                 R_Mesh_ResetTextureState();
7728                         // generate a color array for the fog pass
7729                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7730                         {
7731                                 int i;
7732                                 float f;
7733                                 const float *v;
7734                                 float *c;
7735                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7736                                 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)
7737                                 {
7738                                         f = 1 - RSurf_FogVertex(v);
7739                                         c[0] = layer->color[0];
7740                                         c[1] = layer->color[1];
7741                                         c[2] = layer->color[2];
7742                                         c[3] = f * layer->color[3];
7743                                 }
7744                         }
7745                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7746                         break;
7747                 default:
7748                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7749                 }
7750                 GL_LockArrays(0, 0);
7751         }
7752         CHECKGLERROR
7753         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7754         {
7755                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7756                 GL_AlphaTest(false);
7757         }
7758 }
7759
7760 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7761 {
7762         float c[4];
7763
7764         GL_AlphaTest(false);
7765         R_Mesh_ColorPointer(NULL, 0, 0);
7766         R_Mesh_ResetTextureState();
7767         R_SetupGenericShader(false);
7768
7769         if(rsurface.texture && rsurface.texture->currentskinframe)
7770         {
7771                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7772                 c[3] *= rsurface.texture->currentalpha;
7773         }
7774         else
7775         {
7776                 c[0] = 1;
7777                 c[1] = 0;
7778                 c[2] = 1;
7779                 c[3] = 1;
7780         }
7781
7782         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7783         {
7784                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7785                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7786                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7787         }
7788
7789         // brighten it up (as texture value 127 means "unlit")
7790         c[0] *= 2 * r_refdef.view.colorscale;
7791         c[1] *= 2 * r_refdef.view.colorscale;
7792         c[2] *= 2 * r_refdef.view.colorscale;
7793
7794         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7795                 c[3] *= r_wateralpha.value;
7796
7797         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7798         {
7799                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7800                 GL_DepthMask(false);
7801         }
7802         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7803         {
7804                 GL_BlendFunc(GL_ONE, GL_ONE);
7805                 GL_DepthMask(false);
7806         }
7807         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7808         {
7809                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7810                 GL_DepthMask(false);
7811         }
7812         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7813         {
7814                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7815                 GL_DepthMask(false);
7816         }
7817         else
7818         {
7819                 GL_BlendFunc(GL_ONE, GL_ZERO);
7820                 GL_DepthMask(writedepth);
7821         }
7822
7823         rsurface.lightmapcolor4f = NULL;
7824
7825         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7826         {
7827                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7828
7829                 rsurface.lightmapcolor4f = NULL;
7830                 rsurface.lightmapcolor4f_bufferobject = 0;
7831                 rsurface.lightmapcolor4f_bufferoffset = 0;
7832         }
7833         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7834         {
7835                 qboolean applycolor = true;
7836                 float one = 1.0;
7837
7838                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7839
7840                 r_refdef.lightmapintensity = 1;
7841                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7842                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7843         }
7844         else
7845         {
7846                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7847
7848                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7849                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7850                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7851         }
7852
7853         if(!rsurface.lightmapcolor4f)
7854                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7855
7856         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7857         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7858         if(r_refdef.fogenabled)
7859                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7860
7861         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7862         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7863 }
7864
7865 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7866 {
7867         CHECKGLERROR
7868         RSurf_SetupDepthAndCulling();
7869         if (r_showsurfaces.integer == 3)
7870                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7871         else if (r_glsl.integer && gl_support_fragment_shader)
7872                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7873         else if (gl_combine.integer && r_textureunits.integer >= 2)
7874                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7875         else
7876                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7877         CHECKGLERROR
7878 }
7879
7880 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7881 {
7882         CHECKGLERROR
7883         RSurf_SetupDepthAndCulling();
7884         if (r_showsurfaces.integer == 3)
7885                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7886         else if (r_glsl.integer && gl_support_fragment_shader)
7887                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7888         else if (gl_combine.integer && r_textureunits.integer >= 2)
7889                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7890         else
7891                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7892         CHECKGLERROR
7893 }
7894
7895 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7896 {
7897         int i, j;
7898         int texturenumsurfaces, endsurface;
7899         texture_t *texture;
7900         const msurface_t *surface;
7901         const msurface_t *texturesurfacelist[1024];
7902
7903         // if the model is static it doesn't matter what value we give for
7904         // wantnormals and wanttangents, so this logic uses only rules applicable
7905         // to a model, knowing that they are meaningless otherwise
7906         if (ent == r_refdef.scene.worldentity)
7907                 RSurf_ActiveWorldEntity();
7908         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7909                 RSurf_ActiveModelEntity(ent, false, false);
7910         else
7911                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7912
7913         for (i = 0;i < numsurfaces;i = j)
7914         {
7915                 j = i + 1;
7916                 surface = rsurface.modelsurfaces + surfacelist[i];
7917                 texture = surface->texture;
7918                 rsurface.texture = R_GetCurrentTexture(texture);
7919                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7920                 // scan ahead until we find a different texture
7921                 endsurface = min(i + 1024, numsurfaces);
7922                 texturenumsurfaces = 0;
7923                 texturesurfacelist[texturenumsurfaces++] = surface;
7924                 for (;j < endsurface;j++)
7925                 {
7926                         surface = rsurface.modelsurfaces + surfacelist[j];
7927                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7928                                 break;
7929                         texturesurfacelist[texturenumsurfaces++] = surface;
7930                 }
7931                 // render the range of surfaces
7932                 if (ent == r_refdef.scene.worldentity)
7933                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7934                 else
7935                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7936         }
7937         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7938         GL_AlphaTest(false);
7939 }
7940
7941 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7942 {
7943         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7944         CHECKGLERROR
7945         if (depthonly)
7946         {
7947                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7948                         return;
7949                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7950                         return;
7951                 RSurf_SetupDepthAndCulling();
7952                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7953                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7954         }
7955         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7956         {
7957                 RSurf_SetupDepthAndCulling();
7958                 GL_AlphaTest(false);
7959                 R_Mesh_ColorPointer(NULL, 0, 0);
7960                 R_Mesh_ResetTextureState();
7961                 R_SetupGenericShader(false);
7962                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7963                 GL_DepthMask(true);
7964                 GL_BlendFunc(GL_ONE, GL_ZERO);
7965                 GL_Color(0, 0, 0, 1);
7966                 GL_DepthTest(writedepth);
7967                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7968         }
7969         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7970         {
7971                 RSurf_SetupDepthAndCulling();
7972                 GL_AlphaTest(false);
7973                 R_Mesh_ColorPointer(NULL, 0, 0);
7974                 R_Mesh_ResetTextureState();
7975                 R_SetupGenericShader(false);
7976                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7977                 GL_DepthMask(true);
7978                 GL_BlendFunc(GL_ONE, GL_ZERO);
7979                 GL_DepthTest(true);
7980                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7981         }
7982         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7983                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7984         else if (!rsurface.texture->currentnumlayers)
7985                 return;
7986         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7987         {
7988                 // transparent surfaces get pushed off into the transparent queue
7989                 int surfacelistindex;
7990                 const msurface_t *surface;
7991                 vec3_t tempcenter, center;
7992                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7993                 {
7994                         surface = texturesurfacelist[surfacelistindex];
7995                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7996                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7997                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7998                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7999                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8000                 }
8001         }
8002         else
8003         {
8004                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8005                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8006         }
8007         CHECKGLERROR
8008 }
8009
8010 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8011 {
8012         int i, j;
8013         texture_t *texture;
8014         // break the surface list down into batches by texture and use of lightmapping
8015         for (i = 0;i < numsurfaces;i = j)
8016         {
8017                 j = i + 1;
8018                 // texture is the base texture pointer, rsurface.texture is the
8019                 // current frame/skin the texture is directing us to use (for example
8020                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8021                 // use skin 1 instead)
8022                 texture = surfacelist[i]->texture;
8023                 rsurface.texture = R_GetCurrentTexture(texture);
8024                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8025                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8026                 {
8027                         // if this texture is not the kind we want, skip ahead to the next one
8028                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8029                                 ;
8030                         continue;
8031                 }
8032                 // simply scan ahead until we find a different texture or lightmap state
8033                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8034                         ;
8035                 // render the range of surfaces
8036                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8037         }
8038 }
8039
8040 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8041 {
8042         CHECKGLERROR
8043         if (depthonly)
8044         {
8045                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8046                         return;
8047                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8048                         return;
8049                 RSurf_SetupDepthAndCulling();
8050                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8051                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8052         }
8053         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8054         {
8055                 RSurf_SetupDepthAndCulling();
8056                 GL_AlphaTest(false);
8057                 R_Mesh_ColorPointer(NULL, 0, 0);
8058                 R_Mesh_ResetTextureState();
8059                 R_SetupGenericShader(false);
8060                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8061                 GL_DepthMask(true);
8062                 GL_BlendFunc(GL_ONE, GL_ZERO);
8063                 GL_Color(0, 0, 0, 1);
8064                 GL_DepthTest(writedepth);
8065                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8066         }
8067         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8068         {
8069                 RSurf_SetupDepthAndCulling();
8070                 GL_AlphaTest(false);
8071                 R_Mesh_ColorPointer(NULL, 0, 0);
8072                 R_Mesh_ResetTextureState();
8073                 R_SetupGenericShader(false);
8074                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8075                 GL_DepthMask(true);
8076                 GL_BlendFunc(GL_ONE, GL_ZERO);
8077                 GL_DepthTest(true);
8078                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8079         }
8080         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8081                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8082         else if (!rsurface.texture->currentnumlayers)
8083                 return;
8084         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8085         {
8086                 // transparent surfaces get pushed off into the transparent queue
8087                 int surfacelistindex;
8088                 const msurface_t *surface;
8089                 vec3_t tempcenter, center;
8090                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8091                 {
8092                         surface = texturesurfacelist[surfacelistindex];
8093                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8094                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8095                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8096                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8097                         if (queueentity->transparent_offset) // transparent offset
8098                         {
8099                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8100                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8101                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8102                         }
8103                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8104                 }
8105         }
8106         else
8107         {
8108                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8109                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8110         }
8111         CHECKGLERROR
8112 }
8113
8114 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8115 {
8116         int i, j;
8117         texture_t *texture;
8118         // break the surface list down into batches by texture and use of lightmapping
8119         for (i = 0;i < numsurfaces;i = j)
8120         {
8121                 j = i + 1;
8122                 // texture is the base texture pointer, rsurface.texture is the
8123                 // current frame/skin the texture is directing us to use (for example
8124                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8125                 // use skin 1 instead)
8126                 texture = surfacelist[i]->texture;
8127                 rsurface.texture = R_GetCurrentTexture(texture);
8128                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8129                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8130                 {
8131                         // if this texture is not the kind we want, skip ahead to the next one
8132                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8133                                 ;
8134                         continue;
8135                 }
8136                 // simply scan ahead until we find a different texture or lightmap state
8137                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8138                         ;
8139                 // render the range of surfaces
8140                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8141         }
8142 }
8143
8144 float locboxvertex3f[6*4*3] =
8145 {
8146         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8147         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8148         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8149         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8150         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8151         1,0,0, 0,0,0, 0,1,0, 1,1,0
8152 };
8153
8154 unsigned short locboxelements[6*2*3] =
8155 {
8156          0, 1, 2, 0, 2, 3,
8157          4, 5, 6, 4, 6, 7,
8158          8, 9,10, 8,10,11,
8159         12,13,14, 12,14,15,
8160         16,17,18, 16,18,19,
8161         20,21,22, 20,22,23
8162 };
8163
8164 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8165 {
8166         int i, j;
8167         cl_locnode_t *loc = (cl_locnode_t *)ent;
8168         vec3_t mins, size;
8169         float vertex3f[6*4*3];
8170         CHECKGLERROR
8171         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8172         GL_DepthMask(false);
8173         GL_DepthRange(0, 1);
8174         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8175         GL_DepthTest(true);
8176         GL_CullFace(GL_NONE);
8177         R_Mesh_Matrix(&identitymatrix);
8178
8179         R_Mesh_VertexPointer(vertex3f, 0, 0);
8180         R_Mesh_ColorPointer(NULL, 0, 0);
8181         R_Mesh_ResetTextureState();
8182         R_SetupGenericShader(false);
8183
8184         i = surfacelist[0];
8185         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8186                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8187                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8188                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8189
8190         if (VectorCompare(loc->mins, loc->maxs))
8191         {
8192                 VectorSet(size, 2, 2, 2);
8193                 VectorMA(loc->mins, -0.5f, size, mins);
8194         }
8195         else
8196         {
8197                 VectorCopy(loc->mins, mins);
8198                 VectorSubtract(loc->maxs, loc->mins, size);
8199         }
8200
8201         for (i = 0;i < 6*4*3;)
8202                 for (j = 0;j < 3;j++, i++)
8203                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8204
8205         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8206 }
8207
8208 void R_DrawLocs(void)
8209 {
8210         int index;
8211         cl_locnode_t *loc, *nearestloc;
8212         vec3_t center;
8213         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8214         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8215         {
8216                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8217                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8218         }
8219 }
8220
8221 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8222 {
8223         if (decalsystem->decals)
8224                 Mem_Free(decalsystem->decals);
8225         memset(decalsystem, 0, sizeof(*decalsystem));
8226 }
8227
8228 void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex)
8229 {
8230         float *v3f;
8231         float *tc2f;
8232         float *c4f;
8233         float ca;
8234         tridecal_t *decal;
8235         tridecal_t *decals;
8236         int i;
8237         int maxdecals;
8238
8239         // expand or initialize the system
8240         if (decalsystem->maxdecals <= decalsystem->numdecals)
8241         {
8242                 decalsystem_t old = *decalsystem;
8243                 qboolean useshortelements;
8244                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8245                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8246                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8247                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8248                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8249                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8250                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8251                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8252                 if (decalsystem->numdecals)
8253                 {
8254                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8255                         memcpy(decalsystem->vertex3f, old.vertex3f, decalsystem->numdecals * sizeof(float[3][3]));
8256                         memcpy(decalsystem->texcoord2f, old.texcoord2f, decalsystem->numdecals * sizeof(float[3][2]));
8257                         memcpy(decalsystem->color4f, old.color4f, decalsystem->numdecals * sizeof(float[3][4]));
8258                 }
8259                 Mem_Free(old.decals);
8260                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8261                         decalsystem->element3i[i] = i;
8262                 if (useshortelements)
8263                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8264                                 decalsystem->element3s[i] = i;
8265         }
8266
8267         // grab a decal and search for another free slot for the next one
8268         maxdecals = decalsystem->maxdecals;
8269         decals = decalsystem->decals;
8270         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8271         v3f = decalsystem->vertex3f + 9*i;
8272         tc2f = decalsystem->texcoord2f + 6*i;
8273         c4f = decalsystem->color4f + 12*i;
8274         for (i = decalsystem->freedecal;i < maxdecals && decals[i].colors[0][3];i++)
8275                 ;
8276         decalsystem->freedecal = i;
8277         if (decalsystem->numdecals <= i)
8278                 decalsystem->numdecals = i + 1;
8279
8280         // initialize the decal
8281         decal->lived = 0;
8282         decal->triangleindex = triangleindex;
8283         decal->colors[0][0] = (unsigned char)(c0[0]*255.0f);
8284         decal->colors[0][1] = (unsigned char)(c0[1]*255.0f);
8285         decal->colors[0][2] = (unsigned char)(c0[2]*255.0f);
8286         decal->colors[0][3] = 255;
8287         decal->colors[1][0] = (unsigned char)(c1[0]*255.0f);
8288         decal->colors[1][1] = (unsigned char)(c1[1]*255.0f);
8289         decal->colors[1][2] = (unsigned char)(c1[2]*255.0f);
8290         decal->colors[1][3] = 255;
8291         decal->colors[2][0] = (unsigned char)(c2[0]*255.0f);
8292         decal->colors[2][1] = (unsigned char)(c2[1]*255.0f);
8293         decal->colors[2][2] = (unsigned char)(c2[2]*255.0f);
8294         decal->colors[2][3] = 255;
8295         v3f[0] = v0[0];
8296         v3f[1] = v0[1];
8297         v3f[2] = v0[2];
8298         v3f[3] = v1[0];
8299         v3f[4] = v1[1];
8300         v3f[5] = v1[2];
8301         v3f[6] = v2[0];
8302         v3f[7] = v2[1];
8303         v3f[8] = v2[2];
8304         tc2f[0] = t0[0];
8305         tc2f[1] = t0[1];
8306         tc2f[2] = t1[0];
8307         tc2f[3] = t1[1];
8308         tc2f[4] = t2[0];
8309         tc2f[5] = t2[1];
8310         ca = (1.0f/255.0f);
8311         c4f[ 0] = decal->colors[0][0] * ca;
8312         c4f[ 1] = decal->colors[0][1] * ca;
8313         c4f[ 2] = decal->colors[0][2] * ca;
8314         c4f[ 3] = 1;
8315         c4f[ 4] = decal->colors[1][0] * ca;
8316         c4f[ 5] = decal->colors[1][1] * ca;
8317         c4f[ 6] = decal->colors[1][2] * ca;
8318         c4f[ 7] = 1;
8319         c4f[ 8] = decal->colors[2][0] * ca;
8320         c4f[ 9] = decal->colors[2][1] * ca;
8321         c4f[10] = decal->colors[2][2] * ca;
8322         c4f[11] = 1;
8323 }
8324
8325 extern cvar_t cl_decals_bias;
8326 extern cvar_t cl_decals_models;
8327 void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8328 {
8329         matrix4x4_t projection;
8330         decalsystem_t *decalsystem;
8331         qboolean dynamic;
8332         dp_model_t *model;
8333         const float *vertex3f;
8334         const msurface_t *surface;
8335         const msurface_t *surfaces;
8336         const int *surfacelist;
8337         const texture_t *texture;
8338         int numvertices;
8339         int numtriangles;
8340         int numsurfacelist;
8341         int surfacelistindex;
8342         int triangleindex;
8343         int cornerindex;
8344         int index;
8345         int numpoints;
8346         const int *e;
8347         float localorigin[3];
8348         float localnormal[3];
8349         float localmins[3];
8350         float localmaxs[3];
8351         float localsize;
8352         float ilocalsize;
8353         float v[9][3];
8354         float tc[9][2];
8355         float c[9][4];
8356         //float normal[3];
8357         float planes[6][4];
8358         float f;
8359         float points[2][9][3];
8360         float angles[3];
8361         float temp[3];
8362
8363         decalsystem = &ent->decalsystem;
8364         model = ent->model;
8365         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8366         {
8367                 R_DecalSystem_Reset(&ent->decalsystem);
8368                 return;
8369         }
8370
8371         if (!model->brush.data_nodes && !cl_decals_models.integer)
8372         {
8373                 if (decalsystem->model)
8374                         R_DecalSystem_Reset(decalsystem);
8375                 return;
8376         }
8377
8378         if (decalsystem->model != model)
8379                 R_DecalSystem_Reset(decalsystem);
8380         decalsystem->model = model;
8381
8382         RSurf_ActiveModelEntity(ent, false, false);
8383
8384         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8385         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8386         VectorNormalize(localnormal);
8387         localsize = worldsize*rsurface.inversematrixscale;
8388         ilocalsize = 1.0f / localsize;
8389         localmins[0] = localorigin[0] - localsize;
8390         localmins[1] = localorigin[1] - localsize;
8391         localmins[2] = localorigin[2] - localsize;
8392         localmaxs[0] = localorigin[0] + localsize;
8393         localmaxs[1] = localorigin[1] + localsize;
8394         localmaxs[2] = localorigin[2] + localsize;
8395
8396         //VectorCopy(localnormal, planes[4]);
8397         //VectorVectors(planes[4], planes[2], planes[0]);
8398         AnglesFromVectors(angles, localnormal, NULL, false);
8399         AngleVectors(angles, planes[0], planes[2], planes[4]);
8400         VectorNegate(planes[0], planes[1]);
8401         VectorNegate(planes[2], planes[3]);
8402         VectorNegate(planes[4], planes[5]);
8403         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8404         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8405         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8406         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8407         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8408         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8409
8410 #if 1
8411 // works
8412 {
8413         matrix4x4_t forwardprojection;
8414         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8415         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8416 }
8417 #else
8418 // broken
8419 {
8420         float projectionvector[4][3];
8421         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8422         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8423         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8424         projectionvector[0][0] = planes[0][0] * ilocalsize;
8425         projectionvector[0][1] = planes[1][0] * ilocalsize;
8426         projectionvector[0][2] = planes[2][0] * ilocalsize;
8427         projectionvector[1][0] = planes[0][1] * ilocalsize;
8428         projectionvector[1][1] = planes[1][1] * ilocalsize;
8429         projectionvector[1][2] = planes[2][1] * ilocalsize;
8430         projectionvector[2][0] = planes[0][2] * ilocalsize;
8431         projectionvector[2][1] = planes[1][2] * ilocalsize;
8432         projectionvector[2][2] = planes[2][2] * ilocalsize;
8433         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8434         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8435         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8436         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8437 }
8438 #endif
8439
8440         dynamic = model->surfmesh.isanimated;
8441         vertex3f = rsurface.modelvertex3f;
8442         numsurfacelist = model->nummodelsurfaces;
8443         surfacelist = model->sortedmodelsurfaces;
8444         surfaces = model->data_surfaces;
8445         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8446         {
8447                 surface = surfaces + surfacelist[surfacelistindex];
8448                 // skip transparent surfaces
8449                 texture = surface->texture;
8450                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8451                         continue;
8452                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8453                         continue;
8454                 if (texture->currentalpha < 1)
8455                         continue;
8456                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8457                         continue;
8458                 numvertices = surface->num_vertices;
8459                 numtriangles = surface->num_triangles;
8460                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8461                 {
8462                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8463                         {
8464                                 index = 3*e[cornerindex];
8465                                 VectorCopy(vertex3f + index, v[cornerindex]);
8466                         }
8467                         // cull backfaces
8468                         //TriangleNormal(v[0], v[1], v[2], normal);
8469                         //if (DotProduct(normal, localnormal) < 0.0f)
8470                         //      continue;
8471                         // clip by each of the box planes formed from the projection matrix
8472                         // if anything survives, we emit the decal
8473                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8474                         if (numpoints < 3)
8475                                 continue;
8476                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8477                         if (numpoints < 3)
8478                                 continue;
8479                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8480                         if (numpoints < 3)
8481                                 continue;
8482                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8483                         if (numpoints < 3)
8484                                 continue;
8485                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8486                         if (numpoints < 3)
8487                                 continue;
8488                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8489                         if (numpoints < 3)
8490                                 continue;
8491                         // some part of the triangle survived, so we have to accept it...
8492                         if (dynamic)
8493                         {
8494                                 // dynamic always uses the original triangle
8495                                 numpoints = 3;
8496                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8497                                 {
8498                                         index = 3*e[cornerindex];
8499                                         VectorCopy(vertex3f + index, v[cornerindex]);
8500                                 }
8501                         }
8502                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8503                         {
8504                                 // convert vertex positions to texcoords
8505                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8506                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8507                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8508                                 // calculate distance fade from the projection origin
8509                                 f = a * (1.0f-fabs(temp[0]));
8510                                 f = max(0.0f, f);
8511                                 c[cornerindex][0] = r * f;
8512                                 c[cornerindex][1] = g * f;
8513                                 c[cornerindex][2] = b * f;
8514                                 c[cornerindex][3] = 1.0f;
8515                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8516                         }
8517                         if (dynamic)
8518                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex);
8519                         else
8520                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8521                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1);
8522                 }
8523         }
8524 }
8525
8526 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8527 {
8528         int renderentityindex;
8529         float worldmins[3];
8530         float worldmaxs[3];
8531         entity_render_t *ent;
8532
8533         worldmins[0] = worldorigin[0] - worldsize;
8534         worldmins[1] = worldorigin[1] - worldsize;
8535         worldmins[2] = worldorigin[2] - worldsize;
8536         worldmaxs[0] = worldorigin[0] + worldsize;
8537         worldmaxs[1] = worldorigin[1] + worldsize;
8538         worldmaxs[2] = worldorigin[2] + worldsize;
8539
8540         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8541
8542         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8543         {
8544                 ent = r_refdef.scene.entities[renderentityindex];
8545                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8546                         continue;
8547
8548                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8549         }
8550 }
8551
8552 extern skinframe_t *decalskinframe;
8553 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8554 {
8555         int i;
8556         decalsystem_t *decalsystem = &ent->decalsystem;
8557         int numdecals;
8558         tridecal_t *decal;
8559         float frametime;
8560         float fadedelay;
8561         float faderate;
8562         float alpha;
8563         float *v3f;
8564         float *c4f;
8565         const int *e;
8566
8567         if (!decalsystem->numdecals)
8568                 return;
8569
8570         if (r_showsurfaces.integer)
8571                 return;
8572
8573         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8574         {
8575                 R_DecalSystem_Reset(decalsystem);
8576                 return;
8577         }
8578
8579         // if the model is static it doesn't matter what value we give for
8580         // wantnormals and wanttangents, so this logic uses only rules applicable
8581         // to a model, knowing that they are meaningless otherwise
8582         if (ent == r_refdef.scene.worldentity)
8583                 RSurf_ActiveWorldEntity();
8584         else
8585                 RSurf_ActiveModelEntity(ent, false, false);
8586
8587         if (decalsystem->lastupdatetime)
8588                 frametime = cl.time - decalsystem->lastupdatetime;
8589         else
8590                 frametime = 0;
8591         decalsystem->lastupdatetime = cl.time;
8592         decal = decalsystem->decals;
8593         numdecals = decalsystem->numdecals;
8594
8595         fadedelay = cl_decals_time.value;
8596         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8597
8598         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8599         {
8600                 if (!decal->colors[0][3])
8601                         continue;
8602
8603                 decal->lived += frametime;
8604                 if (decal->lived >= fadedelay)
8605                 {
8606                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8607                         if (alpha <= 0)
8608                         {
8609                                 // kill the decal by zeroing vertex data
8610                                 memset(decalsystem->vertex3f + 9*i, 0, sizeof(float[3][3]));
8611                                 memset(decalsystem->texcoord2f + 6*i, 0, sizeof(float[3][2]));
8612                                 memset(decalsystem->color4f + 12*i, 0, sizeof(float[3][4]));
8613                                 memset(decal, 0, sizeof(*decal));
8614                                 if (decalsystem->freedecal > i)
8615                                         decalsystem->freedecal = i;
8616                                 continue;
8617                         }
8618
8619                         // update color values for fading decals
8620                         alpha *= (1.0f/255.0f);
8621                         c4f = decalsystem->color4f + 12*i;
8622                         c4f[ 0] = decal->colors[0][0] * alpha;
8623                         c4f[ 1] = decal->colors[0][1] * alpha;
8624                         c4f[ 2] = decal->colors[0][2] * alpha;
8625                         c4f[ 3] = 1;
8626                         c4f[ 4] = decal->colors[1][0] * alpha;
8627                         c4f[ 5] = decal->colors[1][1] * alpha;
8628                         c4f[ 6] = decal->colors[1][2] * alpha;
8629                         c4f[ 7] = 1;
8630                         c4f[ 8] = decal->colors[2][0] * alpha;
8631                         c4f[ 9] = decal->colors[2][1] * alpha;
8632                         c4f[10] = decal->colors[2][2] * alpha;
8633                         c4f[11] = 1;
8634                 }
8635
8636                 // update vertex positions for animated models
8637                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8638                 {
8639                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8640                         v3f = decalsystem->vertex3f + 9*i;
8641                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8642                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8643                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8644                 }
8645         }
8646
8647         // reduce numdecals if possible
8648         while (numdecals > 0 && !decalsystem->decals[numdecals - 1].colors[0][3])
8649                 numdecals--;
8650         decalsystem->numdecals = numdecals;
8651
8652         if (numdecals > 0)
8653         {
8654                 r_refdef.stats.decals += numdecals;
8655                 // now render the decals all at once
8656                 // (this assumes they all use one particle font texture!)
8657                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numdecals, decalsystem->element3i, decalsystem->element3s, false, false);
8658                 R_Mesh_ResetTextureState();
8659                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8660                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8661                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8662                 R_SetupGenericShader(true);
8663                 GL_DepthMask(false);
8664                 GL_DepthRange(0, 1);
8665                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8666                 GL_DepthTest(true);
8667                 GL_CullFace(GL_NONE);
8668                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8669                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8670                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8671                 GL_LockArrays(0, numdecals * 3);
8672                 R_Mesh_Draw(0, numdecals * 3, 0, numdecals, decalsystem->element3i, decalsystem->element3s, 0, 0);
8673                 GL_LockArrays(0, 0);
8674         }
8675
8676         if (numdecals <= 0)
8677         {
8678                 // if there are no decals left, reset decalsystem
8679                 R_DecalSystem_Reset(decalsystem);
8680         }
8681 }
8682
8683 void R_DrawDebugModel(void)
8684 {
8685         entity_render_t *ent = rsurface.entity;
8686         int i, j, k, l, flagsmask;
8687         const int *elements;
8688         q3mbrush_t *brush;
8689         const msurface_t *surface;
8690         dp_model_t *model = ent->model;
8691         vec3_t v;
8692
8693         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8694
8695         R_Mesh_ColorPointer(NULL, 0, 0);
8696         R_Mesh_ResetTextureState();
8697         R_SetupGenericShader(false);
8698         GL_DepthRange(0, 1);
8699         GL_DepthTest(!r_showdisabledepthtest.integer);
8700         GL_DepthMask(false);
8701         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8702
8703         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8704         {
8705                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8706                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8707                 {
8708                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8709                         {
8710                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8711                                 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);
8712                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8713                         }
8714                 }
8715                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8716                 {
8717                         if (surface->num_collisiontriangles)
8718                         {
8719                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8720                                 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);
8721                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8722                         }
8723                 }
8724         }
8725
8726         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8727
8728         if (r_showtris.integer || r_shownormals.integer)
8729         {
8730                 if (r_showdisabledepthtest.integer)
8731                 {
8732                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8733                         GL_DepthMask(false);
8734                 }
8735                 else
8736                 {
8737                         GL_BlendFunc(GL_ONE, GL_ZERO);
8738                         GL_DepthMask(true);
8739                 }
8740                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8741                 {
8742                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8743                                 continue;
8744                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8745                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8746                         {
8747                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8748                                 if (r_showtris.value > 0)
8749                                 {
8750                                         if (!rsurface.texture->currentlayers->depthmask)
8751                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8752                                         else if (ent == r_refdef.scene.worldentity)
8753                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8754                                         else
8755                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8756                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8757                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8758                                         R_Mesh_ColorPointer(NULL, 0, 0);
8759                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8760                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8761                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8762                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8763                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8764                                         CHECKGLERROR
8765                                 }
8766                                 if (r_shownormals.value < 0)
8767                                 {
8768                                         qglBegin(GL_LINES);
8769                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8770                                         {
8771                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8772                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8773                                                 qglVertex3f(v[0], v[1], v[2]);
8774                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8775                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8776                                                 qglVertex3f(v[0], v[1], v[2]);
8777                                         }
8778                                         qglEnd();
8779                                         CHECKGLERROR
8780                                 }
8781                                 if (r_shownormals.value > 0)
8782                                 {
8783                                         qglBegin(GL_LINES);
8784                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8785                                         {
8786                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8787                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8788                                                 qglVertex3f(v[0], v[1], v[2]);
8789                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8790                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8791                                                 qglVertex3f(v[0], v[1], v[2]);
8792                                         }
8793                                         qglEnd();
8794                                         CHECKGLERROR
8795                                         qglBegin(GL_LINES);
8796                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8797                                         {
8798                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8799                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8800                                                 qglVertex3f(v[0], v[1], v[2]);
8801                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8802                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8803                                                 qglVertex3f(v[0], v[1], v[2]);
8804                                         }
8805                                         qglEnd();
8806                                         CHECKGLERROR
8807                                         qglBegin(GL_LINES);
8808                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8809                                         {
8810                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8811                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8812                                                 qglVertex3f(v[0], v[1], v[2]);
8813                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8814                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8815                                                 qglVertex3f(v[0], v[1], v[2]);
8816                                         }
8817                                         qglEnd();
8818                                         CHECKGLERROR
8819                                 }
8820                         }
8821                 }
8822                 rsurface.texture = NULL;
8823         }
8824 }
8825
8826 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8827 int r_maxsurfacelist = 0;
8828 const msurface_t **r_surfacelist = NULL;
8829 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8830 {
8831         int i, j, endj, f, flagsmask;
8832         texture_t *t;
8833         dp_model_t *model = r_refdef.scene.worldmodel;
8834         msurface_t *surfaces;
8835         unsigned char *update;
8836         int numsurfacelist = 0;
8837         if (model == NULL)
8838                 return;
8839
8840         if (r_maxsurfacelist < model->num_surfaces)
8841         {
8842                 r_maxsurfacelist = model->num_surfaces;
8843                 if (r_surfacelist)
8844                         Mem_Free(r_surfacelist);
8845                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8846         }
8847
8848         RSurf_ActiveWorldEntity();
8849
8850         surfaces = model->data_surfaces;
8851         update = model->brushq1.lightmapupdateflags;
8852
8853         // update light styles on this submodel
8854         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8855         {
8856                 model_brush_lightstyleinfo_t *style;
8857                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8858                 {
8859                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8860                         {
8861                                 int *list = style->surfacelist;
8862                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8863                                 for (j = 0;j < style->numsurfaces;j++)
8864                                         update[list[j]] = true;
8865                         }
8866                 }
8867         }
8868
8869         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8870
8871         if (debug)
8872         {
8873                 R_DrawDebugModel();
8874                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8875                 return;
8876         }
8877
8878         f = 0;
8879         t = NULL;
8880         rsurface.uselightmaptexture = false;
8881         rsurface.texture = NULL;
8882         rsurface.rtlight = NULL;
8883         numsurfacelist = 0;
8884         // add visible surfaces to draw list
8885         for (i = 0;i < model->nummodelsurfaces;i++)
8886         {
8887                 j = model->sortedmodelsurfaces[i];
8888                 if (r_refdef.viewcache.world_surfacevisible[j])
8889                         r_surfacelist[numsurfacelist++] = surfaces + j;
8890         }
8891         // update lightmaps if needed
8892         if (update)
8893                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8894                         if (r_refdef.viewcache.world_surfacevisible[j])
8895                                 if (update[j])
8896                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8897         // don't do anything if there were no surfaces
8898         if (!numsurfacelist)
8899         {
8900                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8901                 return;
8902         }
8903         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8904         GL_AlphaTest(false);
8905
8906         // add to stats if desired
8907         if (r_speeds.integer && !skysurfaces && !depthonly)
8908         {
8909                 r_refdef.stats.world_surfaces += numsurfacelist;
8910                 for (j = 0;j < numsurfacelist;j++)
8911                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8912         }
8913
8914         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8915 }
8916
8917 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8918 {
8919         int i, j, endj, f, flagsmask;
8920         texture_t *t;
8921         dp_model_t *model = ent->model;
8922         msurface_t *surfaces;
8923         unsigned char *update;
8924         int numsurfacelist = 0;
8925         if (model == NULL)
8926                 return;
8927
8928         if (r_maxsurfacelist < model->num_surfaces)
8929         {
8930                 r_maxsurfacelist = model->num_surfaces;
8931                 if (r_surfacelist)
8932                         Mem_Free(r_surfacelist);
8933                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8934         }
8935
8936         // if the model is static it doesn't matter what value we give for
8937         // wantnormals and wanttangents, so this logic uses only rules applicable
8938         // to a model, knowing that they are meaningless otherwise
8939         if (ent == r_refdef.scene.worldentity)
8940                 RSurf_ActiveWorldEntity();
8941         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8942                 RSurf_ActiveModelEntity(ent, false, false);
8943         else
8944                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8945
8946         surfaces = model->data_surfaces;
8947         update = model->brushq1.lightmapupdateflags;
8948
8949         // update light styles
8950         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8951         {
8952                 model_brush_lightstyleinfo_t *style;
8953                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8954                 {
8955                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8956                         {
8957                                 int *list = style->surfacelist;
8958                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8959                                 for (j = 0;j < style->numsurfaces;j++)
8960                                         update[list[j]] = true;
8961                         }
8962                 }
8963         }
8964
8965         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8966
8967         if (debug)
8968         {
8969                 R_DrawDebugModel();
8970                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8971                 return;
8972         }
8973
8974         f = 0;
8975         t = NULL;
8976         rsurface.uselightmaptexture = false;
8977         rsurface.texture = NULL;
8978         rsurface.rtlight = NULL;
8979         numsurfacelist = 0;
8980         // add visible surfaces to draw list
8981         for (i = 0;i < model->nummodelsurfaces;i++)
8982                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8983         // don't do anything if there were no surfaces
8984         if (!numsurfacelist)
8985         {
8986                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8987                 return;
8988         }
8989         // update lightmaps if needed
8990         if (update)
8991                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8992                         if (update[j])
8993                                 R_BuildLightMap(ent, surfaces + j);
8994         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8995         GL_AlphaTest(false);
8996
8997         // add to stats if desired
8998         if (r_speeds.integer && !skysurfaces && !depthonly)
8999         {
9000                 r_refdef.stats.entities_surfaces += numsurfacelist;
9001                 for (j = 0;j < numsurfacelist;j++)
9002                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9003         }
9004
9005         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9006 }
9007
9008 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9009 {
9010         static texture_t texture;
9011         static msurface_t surface;
9012         const msurface_t *surfacelist = &surface;
9013
9014         // fake enough texture and surface state to render this geometry
9015
9016         texture.update_lastrenderframe = -1; // regenerate this texture
9017         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9018         texture.currentskinframe = skinframe;
9019         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9020         texture.specularscalemod = 1;
9021         texture.specularpowermod = 1;
9022
9023         surface.texture = &texture;
9024         surface.num_triangles = numtriangles;
9025         surface.num_firsttriangle = firsttriangle;
9026         surface.num_vertices = numvertices;
9027         surface.num_firstvertex = firstvertex;
9028
9029         // now render it
9030         rsurface.texture = R_GetCurrentTexture(surface.texture);
9031         rsurface.uselightmaptexture = false;
9032         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9033 }