]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
rewrote most of the VM_Polygon/DebugPolygon code, it should perform much
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = 0;
250         r_refdef.fog_red = 0;
251         r_refdef.fog_green = 0;
252         r_refdef.fog_blue = 0;
253         r_refdef.fog_alpha = 1;
254         r_refdef.fog_start = 0;
255         r_refdef.fog_end = 0;
256 }
257
258 float FogForDistance(vec_t dist)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 float FogPoint_World(const vec3_t p)
265 {
266         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
267 }
268
269 float FogPoint_Model(const vec3_t p)
270 {
271         return FogForDistance(VectorDistance((p), rsurface.modelorg));
272 }
273
274 static void R_BuildBlankTextures(void)
275 {
276         unsigned char data[4];
277         data[2] = 128; // normal X
278         data[1] = 128; // normal Y
279         data[0] = 255; // normal Z
280         data[3] = 128; // height
281         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 255;
283         data[1] = 255;
284         data[2] = 255;
285         data[3] = 255;
286         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 128;
288         data[1] = 128;
289         data[2] = 128;
290         data[3] = 255;
291         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 0;
293         data[1] = 0;
294         data[2] = 0;
295         data[3] = 255;
296         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildNoTexture(void)
300 {
301         int x, y;
302         unsigned char pix[16][16][4];
303         // this makes a light grey/dark grey checkerboard texture
304         for (y = 0;y < 16;y++)
305         {
306                 for (x = 0;x < 16;x++)
307                 {
308                         if ((y < 8) ^ (x < 8))
309                         {
310                                 pix[y][x][0] = 128;
311                                 pix[y][x][1] = 128;
312                                 pix[y][x][2] = 128;
313                                 pix[y][x][3] = 255;
314                         }
315                         else
316                         {
317                                 pix[y][x][0] = 64;
318                                 pix[y][x][1] = 64;
319                                 pix[y][x][2] = 64;
320                                 pix[y][x][3] = 255;
321                         }
322                 }
323         }
324         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildWhiteCube(void)
328 {
329         unsigned char data[6*1*1*4];
330         memset(data, 255, sizeof(data));
331         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
332 }
333
334 static void R_BuildNormalizationCube(void)
335 {
336         int x, y, side;
337         vec3_t v;
338         vec_t s, t, intensity;
339 #define NORMSIZE 64
340         unsigned char data[6][NORMSIZE][NORMSIZE][4];
341         for (side = 0;side < 6;side++)
342         {
343                 for (y = 0;y < NORMSIZE;y++)
344                 {
345                         for (x = 0;x < NORMSIZE;x++)
346                         {
347                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 switch(side)
350                                 {
351                                 default:
352                                 case 0:
353                                         v[0] = 1;
354                                         v[1] = -t;
355                                         v[2] = -s;
356                                         break;
357                                 case 1:
358                                         v[0] = -1;
359                                         v[1] = -t;
360                                         v[2] = s;
361                                         break;
362                                 case 2:
363                                         v[0] = s;
364                                         v[1] = 1;
365                                         v[2] = t;
366                                         break;
367                                 case 3:
368                                         v[0] = s;
369                                         v[1] = -1;
370                                         v[2] = -t;
371                                         break;
372                                 case 4:
373                                         v[0] = s;
374                                         v[1] = -t;
375                                         v[2] = 1;
376                                         break;
377                                 case 5:
378                                         v[0] = -s;
379                                         v[1] = -t;
380                                         v[2] = -1;
381                                         break;
382                                 }
383                                 intensity = 127.0f / sqrt(DotProduct(v, v));
384                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387                                 data[side][y][x][3] = 255;
388                         }
389                 }
390         }
391         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
392 }
393
394 static void R_BuildFogTexture(void)
395 {
396         int x, b;
397 #define FOGWIDTH 256
398         unsigned char data1[FOGWIDTH][4];
399         //unsigned char data2[FOGWIDTH][4];
400         double d, r, alpha;
401
402         r_refdef.fogmasktable_start = r_refdef.fog_start;
403         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404         r_refdef.fogmasktable_range = r_refdef.fogrange;
405         r_refdef.fogmasktable_density = r_refdef.fog_density;
406
407         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409         {
410                 d = (x * r - r_refdef.fogmasktable_start);
411                 if(developer.integer >= 100)
412                         Con_Printf("%f ", d);
413                 d = max(0, d);
414                 if (r_fog_exp2.integer)
415                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416                 else
417                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418                 if(developer.integer >= 100)
419                         Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 if(developer.integer >= 100)
422                         Con_Printf(" = %f\n", alpha);
423                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
424         }
425
426         for (x = 0;x < FOGWIDTH;x++)
427         {
428                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
429                 data1[x][0] = b;
430                 data1[x][1] = b;
431                 data1[x][2] = b;
432                 data1[x][3] = 255;
433                 //data2[x][0] = 255 - b;
434                 //data2[x][1] = 255 - b;
435                 //data2[x][2] = 255 - b;
436                 //data2[x][3] = 255;
437         }
438         if (r_texture_fogattenuation)
439         {
440                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442         }
443         else
444         {
445                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447         }
448 }
449
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
453 "\n"
454 "// common definitions between vertex shader and fragment shader:\n"
455 "\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
461 "#else\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
466 "#endif\n"
467 "\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
470 "\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
473 "//#endif\n"
474 "\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
477 "//#else\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
480 "//# endif\n"
481 "//#endif\n"
482 "\n"
483 "varying vec3 EyeVector;\n"
484 "//#ifdef USEFOG\n"
485 "varying vec3 EyeVectorModelSpace;\n"
486 "//#endif\n"
487 "\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
491 "\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
494 "//#else\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
497 "//# else\n"
498 "//#  ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
500 "//#  endif\n"
501 "//# endif\n"
502 "//#endif\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
510 "\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
514 "\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
516 "\n"
517 "void main(void)\n"
518 "{\n"
519 "       gl_FrontColor = gl_Color;\n"
520 "       // copy the surface texcoord\n"
521 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
525 "# endif\n"
526 "#endif\n"
527 "\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 "       // transform vertex position into light attenuation/cubemap space\n"
530 "       // (-1 to +1 across the light box)\n"
531 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
532 "\n"
533 "       // transform unnormalized light direction into tangent space\n"
534 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 "       //  normalize it per pixel)\n"
536 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
546 "#endif\n"
547 "\n"
548 "       // transform unnormalized eye direction into tangent space\n"
549 "#ifndef USEFOG\n"
550 "       vec3 EyeVectorModelSpace;\n"
551 "#endif\n"
552 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
556 "\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 "       VectorS = gl_MultiTexCoord1.xyz;\n"
559 "       VectorT = gl_MultiTexCoord2.xyz;\n"
560 "       VectorR = gl_MultiTexCoord3.xyz;\n"
561 "#endif\n"
562 "\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
567 "//#endif\n"
568 "\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
570 "       // rendering\n"
571 "       gl_Position = ftransform();\n"
572 "\n"
573 "#ifdef MODE_WATER\n"
574 "       ModelViewProjectionPosition = gl_Position;\n"
575 "#endif\n"
576 "#ifdef MODE_REFRACTION\n"
577 "       ModelViewProjectionPosition = gl_Position;\n"
578 "#endif\n"
579 "#ifdef USEREFLECTION\n"
580 "       ModelViewProjectionPosition = gl_Position;\n"
581 "#endif\n"
582 "}\n"
583 "\n"
584 "#endif // VERTEX_SHADER\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
610 "\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
618 "\n"
619 "uniform myhalf4 TintColor;\n"
620 "\n"
621 "\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
630 "//#else\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//#  ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
638 "//#  endif\n"
639 "//# else\n"
640 "//#  ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
645 "//#  endif\n"
646 "//# endif\n"
647 "//#endif\n"
648 "\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
653 "#endif\n"
654 "\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
658 "\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
663 "\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
666 "{\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 "       // 14 sample relief mapping: linear search and then binary search\n"
669 "       // this basically steps forward a small amount repeatedly until it finds\n"
670 "       // itself inside solid, then jitters forward and back using decreasing\n"
671 "       // amounts to find the impact\n"
672 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 "       vec3 RT = vec3(TexCoord, 1);\n"
676 "       OffsetVector *= 0.1;\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
687 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
688 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
689 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
690 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
691 "       return RT.xy;\n"
692 "#else\n"
693 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 "       // this basically moves forward the full distance, and then backs up based\n"
695 "       // on height of samples\n"
696 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 "       TexCoord += OffsetVector;\n"
700 "       OffsetVector *= 0.333;\n"
701 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 "       return TexCoord;\n"
705 "#endif\n"
706 "}\n"
707 "#endif // USEOFFSETMAPPING\n"
708 "\n"
709 "#ifdef MODE_WATER\n"
710 "\n"
711 "// water pass\n"
712 "void main(void)\n"
713 "{\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 "       // apply offsetmapping\n"
716 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
718 "#endif\n"
719 "\n"
720 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
724 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
725 "}\n"
726 "\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
729 "\n"
730 "// refraction pass\n"
731 "void main(void)\n"
732 "{\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 "       // apply offsetmapping\n"
735 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
737 "#endif\n"
738 "\n"
739 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
743 "}\n"
744 "\n"
745 "#else // MODE_REFRACTION\n"
746 "void main(void)\n"
747 "{\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 "       // apply offsetmapping\n"
750 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
752 "#endif\n"
753 "\n"
754 "       // combine the diffuse textures (base, pants, shirt)\n"
755 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
758 "#endif\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
765 "#endif\n"
766 "\n"
767 "#ifdef USEDIFFUSE\n"
768 "       // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "#  ifdef USESPECULAR\n"
772 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
773 "#  endif\n"
774 "# else\n"
775 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "#  ifdef USESPECULAR\n"
777 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
778 "#  endif\n"
779 "# endif\n"
780 "#endif\n"
781 "\n"
782 "\n"
783 "\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
785 "       // light source\n"
786 "\n"
787 "       // calculate surface normal, light normal, and specular normal\n"
788 "       // compute color intensity for the two textures (colormap and glossmap)\n"
789 "       // scale by light color and attenuation as efficiently as possible\n"
790 "       // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 "       // get the light normal\n"
793 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
794 "# endif\n"
795 "# ifdef USESPECULAR\n"
796 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
797 "\n"
798 "       // calculate directional shading\n"
799 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
800 "# else\n"
801 "#  ifdef USEDIFFUSE\n"
802 "       // calculate directional shading\n"
803 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
804 "#  else\n"
805 "       // calculate directionless shading\n"
806 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
807 "#  endif\n"
808 "# endif\n"
809 "\n"
810 "# ifdef USECUBEFILTER\n"
811 "       // apply light cubemap filter\n"
812 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
814 "# endif\n"
815 "#endif // MODE_LIGHTSOURCE\n"
816 "\n"
817 "\n"
818 "\n"
819 "\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 "       // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 "       // get the light normal\n"
824 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
825 "# endif\n"
826 "# ifdef USESPECULAR\n"
827 "       // calculate directional shading\n"
828 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
831 "# else\n"
832 "#  ifdef USEDIFFUSE\n"
833 "\n"
834 "       // calculate directional shading\n"
835 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
836 "#  else\n"
837 "       color.rgb *= AmbientColor;\n"
838 "#  endif\n"
839 "# endif\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
847 "\n"
848 "       // get the light normal\n"
849 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 "       // calculate directional shading\n"
852 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
856 "# endif\n"
857 "\n"
858 "       // apply lightmap color\n"
859 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
861 "\n"
862 "\n"
863 "\n"
864 "\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
867 "\n"
868 "       // get the light normal\n"
869 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 "       // calculate directional shading\n"
871 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
875 "# endif\n"
876 "\n"
877 "       // apply lightmap color\n"
878 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
880 "\n"
881 "\n"
882 "\n"
883 "\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 "       // apply lightmap color\n"
886 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 "       // apply lightmap color\n"
894 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "\n"
908 "\n"
909 "       color *= TintColor;\n"
910 "\n"
911 "#ifdef USEGLOW\n"
912 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
913 "#endif\n"
914 "\n"
915 "#ifdef USECONTRASTBOOST\n"
916 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
917 "#endif\n"
918 "\n"
919 "       color.rgb *= SceneBrightness;\n"
920 "\n"
921 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
922 "#ifdef USEFOG\n"
923 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
924 "#endif\n"
925 "\n"
926 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
927 "#ifdef USEREFLECTION\n"
928 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
932 "#endif\n"
933 "\n"
934 "       gl_FragColor = vec4(color);\n"
935 "}\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
938 "\n"
939 "#endif // FRAGMENT_SHADER\n"
940 ;
941
942 typedef struct shaderpermutationinfo_s
943 {
944         const char *pretext;
945         const char *name;
946 }
947 shaderpermutationinfo_t;
948
949 typedef struct shadermodeinfo_s
950 {
951         const char *vertexfilename;
952         const char *geometryfilename;
953         const char *fragmentfilename;
954         const char *pretext;
955         const char *name;
956 }
957 shadermodeinfo_t;
958
959 typedef enum shaderpermutation_e
960 {
961         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972         SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973         SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
974 }
975 shaderpermutation_t;
976
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
979 {
980         {"#define USEDIFFUSE\n", " diffuse"},
981         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982         {"#define USECOLORMAPPING\n", " colormapping"},
983         {"#define USECONTRASTBOOST\n", " contrastboost"},
984         {"#define USEFOG\n", " fog"},
985         {"#define USECUBEFILTER\n", " cubefilter"},
986         {"#define USEGLOW\n", " glow"},
987         {"#define USESPECULAR\n", " specular"},
988         {"#define USEREFLECTION\n", " reflection"},
989         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
991 };
992
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
995 {
996         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1005         SHADERMODE_COUNT
1006 }
1007 shadermode_t;
1008
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1011 {
1012         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1021 };
1022
1023 typedef struct r_glsl_permutation_s
1024 {
1025         // indicates if we have tried compiling this permutation already
1026         qboolean compiled;
1027         // 0 if compilation failed
1028         int program;
1029         // locations of detected uniforms in program object, or -1 if not found
1030         int loc_Texture_Normal;
1031         int loc_Texture_Color;
1032         int loc_Texture_Gloss;
1033         int loc_Texture_Glow;
1034         int loc_Texture_SecondaryNormal;
1035         int loc_Texture_SecondaryColor;
1036         int loc_Texture_SecondaryGloss;
1037         int loc_Texture_SecondaryGlow;
1038         int loc_Texture_Pants;
1039         int loc_Texture_Shirt;
1040         int loc_Texture_FogMask;
1041         int loc_Texture_Lightmap;
1042         int loc_Texture_Deluxemap;
1043         int loc_Texture_Attenuation;
1044         int loc_Texture_Cube;
1045         int loc_Texture_Refraction;
1046         int loc_Texture_Reflection;
1047         int loc_FogColor;
1048         int loc_LightPosition;
1049         int loc_EyePosition;
1050         int loc_Color_Pants;
1051         int loc_Color_Shirt;
1052         int loc_FogRangeRecip;
1053         int loc_AmbientScale;
1054         int loc_DiffuseScale;
1055         int loc_SpecularScale;
1056         int loc_SpecularPower;
1057         int loc_GlowScale;
1058         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059         int loc_OffsetMapping_Scale;
1060         int loc_TintColor;
1061         int loc_AmbientColor;
1062         int loc_DiffuseColor;
1063         int loc_SpecularColor;
1064         int loc_LightDir;
1065         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066         int loc_DistortScaleRefractReflect;
1067         int loc_ScreenScaleRefractReflect;
1068         int loc_ScreenCenterRefractReflect;
1069         int loc_RefractColor;
1070         int loc_ReflectColor;
1071         int loc_ReflectFactor;
1072         int loc_ReflectOffset;
1073 }
1074 r_glsl_permutation_t;
1075
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1080
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1082 {
1083         char *shaderstring;
1084         if (!filename || !filename[0])
1085                 return NULL;
1086         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1087         if (shaderstring)
1088         {
1089                 if (printfromdisknotice)
1090                         Con_DPrint("from disk... ");
1091                 return shaderstring;
1092         }
1093         else if (!strcmp(filename, "glsl/default.glsl"))
1094         {
1095                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1097         }
1098         return shaderstring;
1099 }
1100
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1102 {
1103         int i;
1104         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106         int vertstrings_count = 0;
1107         int geomstrings_count = 0;
1108         int fragstrings_count = 0;
1109         char *vertexstring, *geometrystring, *fragmentstring;
1110         const char *vertstrings_list[32+3];
1111         const char *geomstrings_list[32+3];
1112         const char *fragstrings_list[32+3];
1113         char permutationname[256];
1114
1115         if (p->compiled)
1116                 return;
1117         p->compiled = true;
1118         p->program = 0;
1119
1120         permutationname[0] = 0;
1121         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1124
1125         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1126
1127         // the first pretext is which type of shader to compile as
1128         // (later these will all be bound together as a program object)
1129         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1132
1133         // the second pretext is the mode (for example a light source)
1134         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1138
1139         // now add all the permutation pretexts
1140         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1141         {
1142                 if (permutation & (1<<i))
1143                 {
1144                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1148                 }
1149                 else
1150                 {
1151                         // keep line numbers correct
1152                         vertstrings_list[vertstrings_count++] = "\n";
1153                         geomstrings_list[geomstrings_count++] = "\n";
1154                         fragstrings_list[fragstrings_count++] = "\n";
1155                 }
1156         }
1157
1158         // now append the shader text itself
1159         vertstrings_list[vertstrings_count++] = vertexstring;
1160         geomstrings_list[geomstrings_count++] = geometrystring;
1161         fragstrings_list[fragstrings_count++] = fragmentstring;
1162
1163         // if any sources were NULL, clear the respective list
1164         if (!vertexstring)
1165                 vertstrings_count = 0;
1166         if (!geometrystring)
1167                 geomstrings_count = 0;
1168         if (!fragmentstring)
1169                 fragstrings_count = 0;
1170
1171         // compile the shader program
1172         if (vertstrings_count + geomstrings_count + fragstrings_count)
1173                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1174         if (p->program)
1175         {
1176                 CHECKGLERROR
1177                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178                 // look up all the uniform variable names we care about, so we don't
1179                 // have to look them up every time we set them
1180                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1182                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1198                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1199                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1200                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1201                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1204                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1206                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1207                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1208                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1211                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1212                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1214                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1215                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1220                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1221                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223                 // initialize the samplers to refer to the texture units we use
1224                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1225                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1226                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1227                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1228                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1232                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1233                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1234                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1235                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1236                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1237                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1238                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1239                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1240                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1241                 CHECKGLERROR
1242                 qglUseProgramObjectARB(0);CHECKGLERROR
1243                 if (developer.integer)
1244                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1245         }
1246         else
1247                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1248
1249         // free the strings
1250         if (vertexstring)
1251                 Mem_Free(vertexstring);
1252         if (geometrystring)
1253                 Mem_Free(geometrystring);
1254         if (fragmentstring)
1255                 Mem_Free(fragmentstring);
1256 }
1257
1258 void R_GLSL_Restart_f(void)
1259 {
1260         shadermode_t mode;
1261         shaderpermutation_t permutation;
1262         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264                         if (r_glsl_permutations[mode][permutation].program)
1265                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1267 }
1268
1269 void R_GLSL_DumpShader_f(void)
1270 {
1271         int i;
1272
1273         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1274         if(!file)
1275         {
1276                 Con_Printf("failed to write to glsl/default.glsl\n");
1277                 return;
1278         }
1279
1280         FS_Print(file, "// The engine may define the following macros:\n");
1281         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282         for (i = 0;i < SHADERMODE_COUNT;i++)
1283                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286         FS_Print(file, "\n");
1287         FS_Print(file, builtinshaderstring);
1288         FS_Close(file);
1289
1290         Con_Printf("glsl/default.glsl written\n");
1291 }
1292
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1297 {
1298         // select a permutation of the lighting shader appropriate to this
1299         // combination of texture, entity, light source, and fogging, only use the
1300         // minimum features necessary to avoid wasting rendering time in the
1301         // fragment shader on features that are not being used
1302         unsigned int permutation = 0;
1303         shadermode_t mode = 0;
1304         r_glsl_permutation = NULL;
1305         // TODO: implement geometry-shader based shadow volumes someday
1306         if (r_glsl_offsetmapping.integer)
1307         {
1308                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309                 if (r_glsl_offsetmapping_reliefmapping.integer)
1310                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1311         }
1312         if (rsurfacepass == RSURFPASS_BACKGROUND)
1313         {
1314                 // distorted background
1315                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316                         mode = SHADERMODE_WATER;
1317                 else
1318                         mode = SHADERMODE_REFRACTION;
1319         }
1320         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1321         {
1322                 // light source
1323                 mode = SHADERMODE_LIGHTSOURCE;
1324                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1328                 if (diffusescale > 0)
1329                         permutation |= SHADERPERMUTATION_DIFFUSE;
1330                 if (specularscale > 0)
1331                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332                 if (r_refdef.fogenabled)
1333                         permutation |= SHADERPERMUTATION_FOG;
1334                 if (rsurface.texture->colormapping)
1335                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1336                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1338         }
1339         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1340         {
1341                 // unshaded geometry (fullbright or ambient model lighting)
1342                 mode = SHADERMODE_FLATCOLOR;
1343                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345                 if (rsurface.texture->currentskinframe->glow)
1346                         permutation |= SHADERPERMUTATION_GLOW;
1347                 if (r_refdef.fogenabled)
1348                         permutation |= SHADERPERMUTATION_FOG;
1349                 if (rsurface.texture->colormapping)
1350                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1351                 if (r_glsl_offsetmapping.integer)
1352                 {
1353                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354                         if (r_glsl_offsetmapping_reliefmapping.integer)
1355                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1356                 }
1357                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360                         permutation |= SHADERPERMUTATION_REFLECTION;
1361         }
1362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1363         {
1364                 // directional model lighting
1365                 mode = SHADERMODE_LIGHTDIRECTION;
1366                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368                 if (rsurface.texture->currentskinframe->glow)
1369                         permutation |= SHADERPERMUTATION_GLOW;
1370                 permutation |= SHADERPERMUTATION_DIFFUSE;
1371                 if (specularscale > 0)
1372                         permutation |= SHADERPERMUTATION_SPECULAR;
1373                 if (r_refdef.fogenabled)
1374                         permutation |= SHADERPERMUTATION_FOG;
1375                 if (rsurface.texture->colormapping)
1376                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1377                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380                         permutation |= SHADERPERMUTATION_REFLECTION;
1381         }
1382         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1383         {
1384                 // ambient model lighting
1385                 mode = SHADERMODE_LIGHTDIRECTION;
1386                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388                 if (rsurface.texture->currentskinframe->glow)
1389                         permutation |= SHADERPERMUTATION_GLOW;
1390                 if (r_refdef.fogenabled)
1391                         permutation |= SHADERPERMUTATION_FOG;
1392                 if (rsurface.texture->colormapping)
1393                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1394                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397                         permutation |= SHADERPERMUTATION_REFLECTION;
1398         }
1399         else
1400         {
1401                 // lightmapped wall
1402                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1403                 {
1404                         // deluxemapping (light direction texture)
1405                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1407                         else
1408                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409                         permutation |= SHADERPERMUTATION_DIFFUSE;
1410                         if (specularscale > 0)
1411                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1412                 }
1413                 else if (r_glsl_deluxemapping.integer >= 2)
1414                 {
1415                         // fake deluxemapping (uniform light direction in tangentspace)
1416                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417                         permutation |= SHADERPERMUTATION_DIFFUSE;
1418                         if (specularscale > 0)
1419                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1420                 }
1421                 else if (rsurface.uselightmaptexture)
1422                 {
1423                         // ordinary lightmapping (q1bsp, q3bsp)
1424                         mode = SHADERMODE_LIGHTMAP;
1425                 }
1426                 else
1427                 {
1428                         // ordinary vertex coloring (q3bsp)
1429                         mode = SHADERMODE_VERTEXCOLOR;
1430                 }
1431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433                 if (rsurface.texture->currentskinframe->glow)
1434                         permutation |= SHADERPERMUTATION_GLOW;
1435                 if (r_refdef.fogenabled)
1436                         permutation |= SHADERPERMUTATION_FOG;
1437                 if (rsurface.texture->colormapping)
1438                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1439                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442                         permutation |= SHADERPERMUTATION_REFLECTION;
1443         }
1444         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445         if (!r_glsl_permutation->program)
1446         {
1447                 if (!r_glsl_permutation->compiled)
1448                         R_GLSL_CompilePermutation(mode, permutation);
1449                 if (!r_glsl_permutation->program)
1450                 {
1451                         // remove features until we find a valid permutation
1452                         int i;
1453                         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454                         {
1455                                 // reduce i more quickly whenever it would not remove any bits
1456                                 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457                                 if (!(permutation & j))
1458                                         continue;
1459                                 permutation -= j;
1460                                 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461                                 if (!r_glsl_permutation->compiled)
1462                                         R_GLSL_CompilePermutation(mode, permutation);
1463                                 if (r_glsl_permutation->program)
1464                                         break;
1465                         }
1466                         if (i >= SHADERPERMUTATION_COUNT)
1467                         {
1468                                 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1469                                 Cvar_SetValueQuick(&r_glsl, 0);
1470                                 return 0; // no bit left to clear
1471                         }
1472                 }
1473         }
1474         CHECKGLERROR
1475         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476         if (mode == SHADERMODE_LIGHTSOURCE)
1477         {
1478                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1480                 {
1481                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1485                 }
1486                 else
1487                 {
1488                         // ambient only is simpler
1489                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1490                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1493                 }
1494                 // additive passes are only darkened by fog, not tinted
1495                 if (r_glsl_permutation->loc_FogColor >= 0)
1496                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1497         }
1498         else
1499         {
1500                 if (mode == SHADERMODE_LIGHTDIRECTION)
1501                 {
1502                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1503                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1504                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1505                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1506                 }
1507                 else
1508                 {
1509                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1512                 }
1513                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1514                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515                 // additive passes are only darkened by fog, not tinted
1516                 if (r_glsl_permutation->loc_FogColor >= 0)
1517                 {
1518                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1520                         else
1521                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1522                 }
1523                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1524                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1525                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1526                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1530         }
1531         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1532         {
1533                 // The formula used is actually:
1534                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535                 //   color.rgb *= SceneBrightness;
1536                 // simplified:
1537                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538                 // and do [[calculations]] here in the engine
1539                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1541         }
1542         else
1543                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545         if (r_glsl_permutation->loc_Color_Pants >= 0)
1546         {
1547                 if (rsurface.texture->currentskinframe->pants)
1548                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1549                 else
1550                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1551         }
1552         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1553         {
1554                 if (rsurface.texture->currentskinframe->shirt)
1555                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1556                 else
1557                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1558         }
1559         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1562         CHECKGLERROR
1563         return permutation;
1564 }
1565
1566 #define SKINFRAME_HASH 1024
1567
1568 struct
1569 {
1570         int loadsequence; // incremented each level change
1571         memexpandablearray_t array;
1572         skinframe_t *hash[SKINFRAME_HASH];
1573 }
1574 r_skinframe;
1575
1576 void R_SkinFrame_PrepareForPurge(void)
1577 {
1578         r_skinframe.loadsequence++;
1579         // wrap it without hitting zero
1580         if (r_skinframe.loadsequence >= 200)
1581                 r_skinframe.loadsequence = 1;
1582 }
1583
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1585 {
1586         if (!skinframe)
1587                 return;
1588         // mark the skinframe as used for the purging code
1589         skinframe->loadsequence = r_skinframe.loadsequence;
1590 }
1591
1592 void R_SkinFrame_Purge(void)
1593 {
1594         int i;
1595         skinframe_t *s;
1596         for (i = 0;i < SKINFRAME_HASH;i++)
1597         {
1598                 for (s = r_skinframe.hash[i];s;s = s->next)
1599                 {
1600                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1601                         {
1602                                 if (s->merged == s->base)
1603                                         s->merged = NULL;
1604                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1606                                 R_PurgeTexture(s->merged);s->merged = NULL;
1607                                 R_PurgeTexture(s->base  );s->base   = NULL;
1608                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1609                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1610                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1611                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1612                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1613                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1614                                 s->loadsequence = 0;
1615                         }
1616                 }
1617         }
1618 }
1619
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1621         skinframe_t *item;
1622         char basename[MAX_QPATH];
1623
1624         Image_StripImageExtension(name, basename, sizeof(basename));
1625
1626         if( last == NULL ) {
1627                 int hashindex;
1628                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629                 item = r_skinframe.hash[hashindex];
1630         } else {
1631                 item = last->next;
1632         }
1633
1634         // linearly search through the hash bucket
1635         for( ; item ; item = item->next ) {
1636                 if( !strcmp( item->basename, basename ) ) {
1637                         return item;
1638                 }
1639         }
1640         return NULL;
1641 }
1642
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1644 {
1645         skinframe_t *item;
1646         int hashindex;
1647         char basename[MAX_QPATH];
1648
1649         Image_StripImageExtension(name, basename, sizeof(basename));
1650
1651         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1654                         break;
1655
1656         if (!item) {
1657                 rtexture_t *dyntexture;
1658                 // check whether its a dynamic texture
1659                 dyntexture = CL_GetDynTexture( basename );
1660                 if (!add && !dyntexture)
1661                         return NULL;
1662                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663                 memset(item, 0, sizeof(*item));
1664                 strlcpy(item->basename, basename, sizeof(item->basename));
1665                 item->base = dyntexture; // either NULL or dyntexture handle
1666                 item->textureflags = textureflags;
1667                 item->comparewidth = comparewidth;
1668                 item->compareheight = compareheight;
1669                 item->comparecrc = comparecrc;
1670                 item->next = r_skinframe.hash[hashindex];
1671                 r_skinframe.hash[hashindex] = item;
1672         }
1673         else if( item->base == NULL )
1674         {
1675                 rtexture_t *dyntexture;
1676                 // check whether its a dynamic texture
1677                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1678                 dyntexture = CL_GetDynTexture( basename );
1679                 item->base = dyntexture; // either NULL or dyntexture handle
1680         }
1681
1682         R_SkinFrame_MarkUsed(item);
1683         return item;
1684 }
1685
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1687 {
1688         // FIXME: it should be possible to disable loading various layers using
1689         // cvars, to prevent wasted loading time and memory usage if the user does
1690         // not want them
1691         qboolean loadnormalmap = true;
1692         qboolean loadgloss = true;
1693         qboolean loadpantsandshirt = true;
1694         qboolean loadglow = true;
1695         int j;
1696         unsigned char *pixels;
1697         unsigned char *bumppixels;
1698         unsigned char *basepixels = NULL;
1699         int basepixels_width;
1700         int basepixels_height;
1701         skinframe_t *skinframe;
1702
1703         if (cls.state == ca_dedicated)
1704                 return NULL;
1705
1706         // return an existing skinframe if already loaded
1707         // if loading of the first image fails, don't make a new skinframe as it
1708         // would cause all future lookups of this to be missing
1709         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710         if (skinframe && skinframe->base)
1711                 return skinframe;
1712
1713         basepixels = loadimagepixelsbgra(name, complain, true);
1714         if (basepixels == NULL)
1715                 return NULL;
1716
1717         // we've got some pixels to store, so really allocate this new texture now
1718         if (!skinframe)
1719                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720         skinframe->stain = NULL;
1721         skinframe->merged = NULL;
1722         skinframe->base = r_texture_notexture;
1723         skinframe->pants = NULL;
1724         skinframe->shirt = NULL;
1725         skinframe->nmap = r_texture_blanknormalmap;
1726         skinframe->gloss = NULL;
1727         skinframe->glow = NULL;
1728         skinframe->fog = NULL;
1729
1730         basepixels_width = image_width;
1731         basepixels_height = image_height;
1732         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1733
1734         if (textureflags & TEXF_ALPHA)
1735         {
1736                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737                         if (basepixels[j] < 255)
1738                                 break;
1739                 if (j < basepixels_width * basepixels_height * 4)
1740                 {
1741                         // has transparent pixels
1742                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743                         for (j = 0;j < image_width * image_height * 4;j += 4)
1744                         {
1745                                 pixels[j+0] = 255;
1746                                 pixels[j+1] = 255;
1747                                 pixels[j+2] = 255;
1748                                 pixels[j+3] = basepixels[j+3];
1749                         }
1750                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1751                         Mem_Free(pixels);
1752                 }
1753         }
1754
1755         // _norm is the name used by tenebrae and has been adopted as standard
1756         if (loadnormalmap)
1757         {
1758                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1759                 {
1760                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1761                         Mem_Free(pixels);
1762                         pixels = NULL;
1763                 }
1764                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1765                 {
1766                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1769                         Mem_Free(pixels);
1770                         Mem_Free(bumppixels);
1771                 }
1772                 else if (r_shadow_bumpscale_basetexture.value > 0)
1773                 {
1774                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1777                         Mem_Free(pixels);
1778                 }
1779         }
1780         // _luma is supported for tenebrae compatibility
1781         // (I think it's a very stupid name, but oh well)
1782         // _glow is the preferred name
1783         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1784         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1785         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1786         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1787
1788         if (basepixels)
1789                 Mem_Free(basepixels);
1790
1791         return skinframe;
1792 }
1793
1794 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1795 {
1796         int i;
1797         if (!force)
1798         {
1799                 for (i = 0;i < width*height;i++)
1800                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1801                                 break;
1802                 if (i == width*height)
1803                         return NULL;
1804         }
1805         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1806 }
1807
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1810 {
1811         int i;
1812         unsigned char *temp1, *temp2;
1813         skinframe_t *skinframe;
1814
1815         if (cls.state == ca_dedicated)
1816                 return NULL;
1817
1818         // if already loaded just return it, otherwise make a new skinframe
1819         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820         if (skinframe && skinframe->base)
1821                 return skinframe;
1822
1823         skinframe->stain = NULL;
1824         skinframe->merged = NULL;
1825         skinframe->base = r_texture_notexture;
1826         skinframe->pants = NULL;
1827         skinframe->shirt = NULL;
1828         skinframe->nmap = r_texture_blanknormalmap;
1829         skinframe->gloss = NULL;
1830         skinframe->glow = NULL;
1831         skinframe->fog = NULL;
1832
1833         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1834         if (!skindata)
1835                 return NULL;
1836
1837         if (r_shadow_bumpscale_basetexture.value > 0)
1838         {
1839                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840                 temp2 = temp1 + width * height * 4;
1841                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1843                 Mem_Free(temp1);
1844         }
1845         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846         if (textureflags & TEXF_ALPHA)
1847         {
1848                 for (i = 3;i < width * height * 4;i += 4)
1849                         if (skindata[i] < 255)
1850                                 break;
1851                 if (i < width * height * 4)
1852                 {
1853                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854                         memcpy(fogpixels, skindata, width * height * 4);
1855                         for (i = 0;i < width * height * 4;i += 4)
1856                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858                         Mem_Free(fogpixels);
1859                 }
1860         }
1861
1862         return skinframe;
1863 }
1864
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1866 {
1867         int i;
1868         unsigned char *temp1, *temp2;
1869         skinframe_t *skinframe;
1870
1871         if (cls.state == ca_dedicated)
1872                 return NULL;
1873
1874         // if already loaded just return it, otherwise make a new skinframe
1875         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876         if (skinframe && skinframe->base)
1877                 return skinframe;
1878
1879         skinframe->stain = NULL;
1880         skinframe->merged = NULL;
1881         skinframe->base = r_texture_notexture;
1882         skinframe->pants = NULL;
1883         skinframe->shirt = NULL;
1884         skinframe->nmap = r_texture_blanknormalmap;
1885         skinframe->gloss = NULL;
1886         skinframe->glow = NULL;
1887         skinframe->fog = NULL;
1888
1889         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1890         if (!skindata)
1891                 return NULL;
1892
1893         if (r_shadow_bumpscale_basetexture.value > 0)
1894         {
1895                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896                 temp2 = temp1 + width * height * 4;
1897                 // use either a custom palette or the quake palette
1898                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1901                 Mem_Free(temp1);
1902         }
1903         // use either a custom palette, or the quake palette
1904         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1905         if (loadglowtexture)
1906                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907         if (loadpantsandshirt)
1908         {
1909                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1911         }
1912         if (skinframe->pants || skinframe->shirt)
1913                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1914         if (textureflags & TEXF_ALPHA)
1915         {
1916                 for (i = 0;i < width * height;i++)
1917                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1918                                 break;
1919                 if (i < width * height)
1920                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1921         }
1922
1923         return skinframe;
1924 }
1925
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1927 {
1928         skinframe_t *skinframe;
1929
1930         if (cls.state == ca_dedicated)
1931                 return NULL;
1932
1933         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934         skinframe->stain = NULL;
1935         skinframe->merged = NULL;
1936         skinframe->base = r_texture_notexture;
1937         skinframe->pants = NULL;
1938         skinframe->shirt = NULL;
1939         skinframe->nmap = r_texture_blanknormalmap;
1940         skinframe->gloss = NULL;
1941         skinframe->glow = NULL;
1942         skinframe->fog = NULL;
1943
1944         return skinframe;
1945 }
1946
1947 void gl_main_start(void)
1948 {
1949         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1951
1952         // set up r_skinframe loading system for textures
1953         memset(&r_skinframe, 0, sizeof(r_skinframe));
1954         r_skinframe.loadsequence = 1;
1955         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1956
1957         r_main_texturepool = R_AllocTexturePool();
1958         R_BuildBlankTextures();
1959         R_BuildNoTexture();
1960         if (gl_texturecubemap)
1961         {
1962                 R_BuildWhiteCube();
1963                 R_BuildNormalizationCube();
1964         }
1965         r_texture_fogattenuation = NULL;
1966         //r_texture_fogintensity = NULL;
1967         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968         memset(&r_waterstate, 0, sizeof(r_waterstate));
1969         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970         memset(&r_svbsp, 0, sizeof (r_svbsp));
1971
1972         r_refdef.fogmasktable_density = 0;
1973 }
1974
1975 void gl_main_shutdown(void)
1976 {
1977         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1979
1980         // clear out the r_skinframe state
1981         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982         memset(&r_skinframe, 0, sizeof(r_skinframe));
1983
1984         if (r_svbsp.nodes)
1985                 Mem_Free(r_svbsp.nodes);
1986         memset(&r_svbsp, 0, sizeof (r_svbsp));
1987         R_FreeTexturePool(&r_main_texturepool);
1988         r_texture_blanknormalmap = NULL;
1989         r_texture_white = NULL;
1990         r_texture_grey128 = NULL;
1991         r_texture_black = NULL;
1992         r_texture_whitecube = NULL;
1993         r_texture_normalizationcube = NULL;
1994         r_texture_fogattenuation = NULL;
1995         //r_texture_fogintensity = NULL;
1996         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997         memset(&r_waterstate, 0, sizeof(r_waterstate));
1998         R_GLSL_Restart_f();
1999 }
2000
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2003 {
2004         // FIXME: move this code to client
2005         int l;
2006         char *entities, entname[MAX_QPATH];
2007         if (cl.worldmodel)
2008         {
2009                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010                 l = (int)strlen(entname) - 4;
2011                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2012                 {
2013                         memcpy(entname + l, ".ent", 5);
2014                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2015                         {
2016                                 CL_ParseEntityLump(entities);
2017                                 Mem_Free(entities);
2018                                 return;
2019                         }
2020                 }
2021                 if (cl.worldmodel->brush.entities)
2022                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2023         }
2024 }
2025
2026 void GL_Main_Init(void)
2027 {
2028         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2029
2030         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033         if (gamemode == GAME_NEHAHRA)
2034         {
2035                 Cvar_RegisterVariable (&gl_fogenable);
2036                 Cvar_RegisterVariable (&gl_fogdensity);
2037                 Cvar_RegisterVariable (&gl_fogred);
2038                 Cvar_RegisterVariable (&gl_foggreen);
2039                 Cvar_RegisterVariable (&gl_fogblue);
2040                 Cvar_RegisterVariable (&gl_fogstart);
2041                 Cvar_RegisterVariable (&gl_fogend);
2042                 Cvar_RegisterVariable (&gl_skyclip);
2043         }
2044         Cvar_RegisterVariable(&r_depthfirst);
2045         Cvar_RegisterVariable(&r_nearclip);
2046         Cvar_RegisterVariable(&r_showbboxes);
2047         Cvar_RegisterVariable(&r_showsurfaces);
2048         Cvar_RegisterVariable(&r_showtris);
2049         Cvar_RegisterVariable(&r_shownormals);
2050         Cvar_RegisterVariable(&r_showlighting);
2051         Cvar_RegisterVariable(&r_showshadowvolumes);
2052         Cvar_RegisterVariable(&r_showcollisionbrushes);
2053         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055         Cvar_RegisterVariable(&r_showdisabledepthtest);
2056         Cvar_RegisterVariable(&r_drawportals);
2057         Cvar_RegisterVariable(&r_drawentities);
2058         Cvar_RegisterVariable(&r_cullentities_trace);
2059         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062         Cvar_RegisterVariable(&r_drawviewmodel);
2063         Cvar_RegisterVariable(&r_speeds);
2064         Cvar_RegisterVariable(&r_fullbrights);
2065         Cvar_RegisterVariable(&r_wateralpha);
2066         Cvar_RegisterVariable(&r_dynamic);
2067         Cvar_RegisterVariable(&r_fullbright);
2068         Cvar_RegisterVariable(&r_shadows);
2069         Cvar_RegisterVariable(&r_shadows_throwdistance);
2070         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073         Cvar_RegisterVariable(&r_fog_exp2);
2074         Cvar_RegisterVariable(&r_textureunits);
2075         Cvar_RegisterVariable(&r_glsl);
2076         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080         Cvar_RegisterVariable(&r_water);
2081         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082         Cvar_RegisterVariable(&r_water_clippingplanebias);
2083         Cvar_RegisterVariable(&r_water_refractdistort);
2084         Cvar_RegisterVariable(&r_water_reflectdistort);
2085         Cvar_RegisterVariable(&r_lerpsprites);
2086         Cvar_RegisterVariable(&r_lerpmodels);
2087         Cvar_RegisterVariable(&r_lerplightstyles);
2088         Cvar_RegisterVariable(&r_waterscroll);
2089         Cvar_RegisterVariable(&r_bloom);
2090         Cvar_RegisterVariable(&r_bloom_colorscale);
2091         Cvar_RegisterVariable(&r_bloom_brighten);
2092         Cvar_RegisterVariable(&r_bloom_blur);
2093         Cvar_RegisterVariable(&r_bloom_resolution);
2094         Cvar_RegisterVariable(&r_bloom_colorexponent);
2095         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096         Cvar_RegisterVariable(&r_hdr);
2097         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098         Cvar_RegisterVariable(&r_glsl_contrastboost);
2099         Cvar_RegisterVariable(&r_hdr_glowintensity);
2100         Cvar_RegisterVariable(&r_hdr_range);
2101         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102         Cvar_RegisterVariable(&developer_texturelogging);
2103         Cvar_RegisterVariable(&gl_lightmaps);
2104         Cvar_RegisterVariable(&r_test);
2105         Cvar_RegisterVariable(&r_batchmode);
2106         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107                 Cvar_SetValue("r_fullbrights", 0);
2108         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2109
2110         Cvar_RegisterVariable(&r_track_sprites);
2111         Cvar_RegisterVariable(&r_track_sprites_flags);
2112         Cvar_RegisterVariable(&r_track_sprites_scalew);
2113         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2114 }
2115
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2128
2129 void Render_Init(void)
2130 {
2131         gl_backend_init();
2132         R_Textures_Init();
2133         GL_Main_Init();
2134         GL_Draw_Init();
2135         R_Shadow_Init();
2136         R_Sky_Init();
2137         GL_Surf_Init();
2138         Sbar_Init();
2139         R_Particles_Init();
2140         R_Explosion_Init();
2141         R_LightningBeams_Init();
2142         Mod_RenderInit();
2143 }
2144
2145 /*
2146 ===============
2147 GL_Init
2148 ===============
2149 */
2150 extern char *ENGINE_EXTENSIONS;
2151 void GL_Init (void)
2152 {
2153         VID_CheckExtensions();
2154
2155         // LordHavoc: report supported extensions
2156         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2157
2158         // clear to black (loading plaque will be seen over this)
2159         CHECKGLERROR
2160         qglClearColor(0,0,0,1);CHECKGLERROR
2161         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2162 }
2163
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2165 {
2166         int i;
2167         mplane_t *p;
2168         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2169         {
2170                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2171                 if (i == 4)
2172                         continue;
2173                 p = r_refdef.view.frustum + i;
2174                 switch(p->signbits)
2175                 {
2176                 default:
2177                 case 0:
2178                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2179                                 return true;
2180                         break;
2181                 case 1:
2182                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2183                                 return true;
2184                         break;
2185                 case 2:
2186                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2187                                 return true;
2188                         break;
2189                 case 3:
2190                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2191                                 return true;
2192                         break;
2193                 case 4:
2194                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2195                                 return true;
2196                         break;
2197                 case 5:
2198                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2199                                 return true;
2200                         break;
2201                 case 6:
2202                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2203                                 return true;
2204                         break;
2205                 case 7:
2206                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2207                                 return true;
2208                         break;
2209                 }
2210         }
2211         return false;
2212 }
2213
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2215 {
2216         int i;
2217         const mplane_t *p;
2218         for (i = 0;i < numplanes;i++)
2219         {
2220                 p = planes + i;
2221                 switch(p->signbits)
2222                 {
2223                 default:
2224                 case 0:
2225                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2226                                 return true;
2227                         break;
2228                 case 1:
2229                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2230                                 return true;
2231                         break;
2232                 case 2:
2233                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2234                                 return true;
2235                         break;
2236                 case 3:
2237                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2238                                 return true;
2239                         break;
2240                 case 4:
2241                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2242                                 return true;
2243                         break;
2244                 case 5:
2245                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2246                                 return true;
2247                         break;
2248                 case 6:
2249                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2250                                 return true;
2251                         break;
2252                 case 7:
2253                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2254                                 return true;
2255                         break;
2256                 }
2257         }
2258         return false;
2259 }
2260
2261 //==================================================================================
2262
2263 static void R_View_UpdateEntityVisible (void)
2264 {
2265         int i, renderimask;
2266         entity_render_t *ent;
2267
2268         if (!r_drawentities.integer)
2269                 return;
2270
2271         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2273         {
2274                 // worldmodel can check visibility
2275                 for (i = 0;i < r_refdef.scene.numentities;i++)
2276                 {
2277                         ent = r_refdef.scene.entities[i];
2278                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2279
2280                 }
2281                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2282                 {
2283                         for (i = 0;i < r_refdef.scene.numentities;i++)
2284                         {
2285                                 ent = r_refdef.scene.entities[i];
2286                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2287                                 {
2288                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2289                                                 ent->last_trace_visibility = realtime;
2290                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291                                                 r_refdef.viewcache.entityvisible[i] = 0;
2292                                 }
2293                         }
2294                 }
2295         }
2296         else
2297         {
2298                 // no worldmodel or it can't check visibility
2299                 for (i = 0;i < r_refdef.scene.numentities;i++)
2300                 {
2301                         ent = r_refdef.scene.entities[i];
2302                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2303                 }
2304         }
2305 }
2306
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2309 {
2310         int i, sky;
2311         entity_render_t *ent;
2312
2313         if (!r_drawentities.integer)
2314                 return false;
2315
2316         sky = false;
2317         for (i = 0;i < r_refdef.scene.numentities;i++)
2318         {
2319                 if (!r_refdef.viewcache.entityvisible[i])
2320                         continue;
2321                 ent = r_refdef.scene.entities[i];
2322                 if (!ent->model || !ent->model->DrawSky)
2323                         continue;
2324                 ent->model->DrawSky(ent);
2325                 sky = true;
2326         }
2327         return sky;
2328 }
2329
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2332 {
2333         int i;
2334         entity_render_t *ent;
2335
2336         if (!r_drawentities.integer)
2337                 return;
2338
2339         for (i = 0;i < r_refdef.scene.numentities;i++)
2340         {
2341                 if (!r_refdef.viewcache.entityvisible[i])
2342                         continue;
2343                 ent = r_refdef.scene.entities[i];
2344                 r_refdef.stats.entities++;
2345                 if (ent->model && ent->model->Draw != NULL)
2346                         ent->model->Draw(ent);
2347                 else
2348                         R_DrawNoModel(ent);
2349         }
2350 }
2351
2352 static void R_DrawModelsDepth(void)
2353 {
2354         int i;
2355         entity_render_t *ent;
2356
2357         if (!r_drawentities.integer)
2358                 return;
2359
2360         for (i = 0;i < r_refdef.scene.numentities;i++)
2361         {
2362                 if (!r_refdef.viewcache.entityvisible[i])
2363                         continue;
2364                 ent = r_refdef.scene.entities[i];
2365                 if (ent->model && ent->model->DrawDepth != NULL)
2366                         ent->model->DrawDepth(ent);
2367         }
2368 }
2369
2370 static void R_DrawModelsDebug(void)
2371 {
2372         int i;
2373         entity_render_t *ent;
2374
2375         if (!r_drawentities.integer)
2376                 return;
2377
2378         for (i = 0;i < r_refdef.scene.numentities;i++)
2379         {
2380                 if (!r_refdef.viewcache.entityvisible[i])
2381                         continue;
2382                 ent = r_refdef.scene.entities[i];
2383                 if (ent->model && ent->model->DrawDebug != NULL)
2384                         ent->model->DrawDebug(ent);
2385         }
2386 }
2387
2388 static void R_DrawModelsAddWaterPlanes(void)
2389 {
2390         int i;
2391         entity_render_t *ent;
2392
2393         if (!r_drawentities.integer)
2394                 return;
2395
2396         for (i = 0;i < r_refdef.scene.numentities;i++)
2397         {
2398                 if (!r_refdef.viewcache.entityvisible[i])
2399                         continue;
2400                 ent = r_refdef.scene.entities[i];
2401                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402                         ent->model->DrawAddWaterPlanes(ent);
2403         }
2404 }
2405
2406 static void R_View_SetFrustum(void)
2407 {
2408         int i;
2409         double slopex, slopey;
2410         vec3_t forward, left, up, origin;
2411
2412         // we can't trust r_refdef.view.forward and friends in reflected scenes
2413         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2414
2415 #if 0
2416         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2428 #endif
2429
2430 #if 0
2431         zNear = r_refdef.nearclip;
2432         nudge = 1.0 - 1.0 / (1<<23);
2433         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2441 #endif
2442
2443
2444
2445 #if 0
2446         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449         r_refdef.view.frustum[0].dist = m[15] - m[12];
2450
2451         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454         r_refdef.view.frustum[1].dist = m[15] + m[12];
2455
2456         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459         r_refdef.view.frustum[2].dist = m[15] - m[13];
2460
2461         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464         r_refdef.view.frustum[3].dist = m[15] + m[13];
2465
2466         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469         r_refdef.view.frustum[4].dist = m[15] - m[14];
2470
2471         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474         r_refdef.view.frustum[5].dist = m[15] + m[14];
2475 #endif
2476
2477         if (r_refdef.view.useperspective)
2478         {
2479                 slopex = 1.0 / r_refdef.view.frustum_x;
2480                 slopey = 1.0 / r_refdef.view.frustum_y;
2481                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2482                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2483                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2484                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2485                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2486
2487                 // Leaving those out was a mistake, those were in the old code, and they
2488                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489                 // I couldn't reproduce it after adding those normalizations. --blub
2490                 VectorNormalize(r_refdef.view.frustum[0].normal);
2491                 VectorNormalize(r_refdef.view.frustum[1].normal);
2492                 VectorNormalize(r_refdef.view.frustum[2].normal);
2493                 VectorNormalize(r_refdef.view.frustum[3].normal);
2494
2495                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2497                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2498                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2499                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2500
2501                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2506         }
2507         else
2508         {
2509                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2514                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2519         }
2520         r_refdef.view.numfrustumplanes = 5;
2521
2522         if (r_refdef.view.useclipplane)
2523         {
2524                 r_refdef.view.numfrustumplanes = 6;
2525                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2526         }
2527
2528         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529                 PlaneClassify(r_refdef.view.frustum + i);
2530
2531         // LordHavoc: note to all quake engine coders, Quake had a special case
2532         // for 90 degrees which assumed a square view (wrong), so I removed it,
2533         // Quake2 has it disabled as well.
2534
2535         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2537         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538         //PlaneClassify(&frustum[0]);
2539
2540         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2542         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543         //PlaneClassify(&frustum[1]);
2544
2545         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2547         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548         //PlaneClassify(&frustum[2]);
2549
2550         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2552         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553         //PlaneClassify(&frustum[3]);
2554
2555         // nearclip plane
2556         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2557         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558         //PlaneClassify(&frustum[4]);
2559 }
2560
2561 void R_View_Update(void)
2562 {
2563         R_View_SetFrustum();
2564         R_View_WorldVisibility(r_refdef.view.useclipplane);
2565         R_View_UpdateEntityVisible();
2566 }
2567
2568 void R_SetupView(qboolean allowwaterclippingplane)
2569 {
2570         if (!r_refdef.view.useperspective)
2571                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2572         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2574         else
2575                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2576
2577         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2578
2579         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2580         {
2581                 // LordHavoc: couldn't figure out how to make this approach the
2582                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585                         dist = r_refdef.view.clipplane.dist;
2586                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2587         }
2588 }
2589
2590 void R_ResetViewRendering2D(void)
2591 {
2592         if (gl_support_fragment_shader)
2593         {
2594                 qglUseProgramObjectARB(0);CHECKGLERROR
2595         }
2596
2597         DrawQ_Finish();
2598
2599         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603         GL_Color(1, 1, 1, 1);
2604         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605         GL_BlendFunc(GL_ONE, GL_ZERO);
2606         GL_AlphaTest(false);
2607         GL_ScissorTest(false);
2608         GL_DepthMask(false);
2609         GL_DepthRange(0, 1);
2610         GL_DepthTest(false);
2611         R_Mesh_Matrix(&identitymatrix);
2612         R_Mesh_ResetTextureState();
2613         GL_PolygonOffset(0, 0);
2614         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617         qglStencilMask(~0);CHECKGLERROR
2618         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2621 }
2622
2623 void R_ResetViewRendering3D(void)
2624 {
2625         if (gl_support_fragment_shader)
2626         {
2627                 qglUseProgramObjectARB(0);CHECKGLERROR
2628         }
2629
2630         DrawQ_Finish();
2631
2632         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2634         R_SetupView(true);
2635         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636         GL_Color(1, 1, 1, 1);
2637         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638         GL_BlendFunc(GL_ONE, GL_ZERO);
2639         GL_AlphaTest(false);
2640         GL_ScissorTest(true);
2641         GL_DepthMask(true);
2642         GL_DepthRange(0, 1);
2643         GL_DepthTest(true);
2644         R_Mesh_Matrix(&identitymatrix);
2645         R_Mesh_ResetTextureState();
2646         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650         qglStencilMask(~0);CHECKGLERROR
2651         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653         GL_CullFace(r_refdef.view.cullface_back);
2654 }
2655
2656 /*
2657         R_Bloom_SetupShader(
2658 "// bloom shader\n"
2659 "// written by Forest 'LordHavoc' Hale\n"
2660 "\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2662 "\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2668 "#else\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2673 "#endif\n"
2674 "\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2677 "\n"
2678 "\n"
2679 "\n"
2680 "\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2683 "\n"
2684 "void main(void)\n"
2685 "{\n"
2686 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2689 "       // rendering\n"
2690 "       gl_Position = ftransform();\n"
2691 "}\n"
2692 "\n"
2693 "#endif // VERTEX_SHADER\n"
2694 "\n"
2695 "\n"
2696 "\n"
2697 "\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2700 "\n"
2701 "void main(void)\n"
2702 "{\n"
2703 "       int x, y;
2704 "       myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2706 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2710
2711 "       gl_FragColor = vec4(color);\n"
2712 "}\n"
2713 "\n"
2714 "#endif // FRAGMENT_SHADER\n"
2715 */
2716
2717 void R_RenderScene(qboolean addwaterplanes);
2718
2719 static void R_Water_StartFrame(void)
2720 {
2721         int i;
2722         int waterwidth, waterheight, texturewidth, textureheight;
2723         r_waterstate_waterplane_t *p;
2724
2725         // set waterwidth and waterheight to the water resolution that will be
2726         // used (often less than the screen resolution for faster rendering)
2727         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2729
2730         // calculate desired texture sizes
2731         // can't use water if the card does not support the texture size
2732         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733                 texturewidth = textureheight = waterwidth = waterheight = 0;
2734         else if (gl_support_arb_texture_non_power_of_two)
2735         {
2736                 texturewidth = waterwidth;
2737                 textureheight = waterheight;
2738         }
2739         else
2740         {
2741                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2742                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2743         }
2744
2745         // allocate textures as needed
2746         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2747         {
2748                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2750                 {
2751                         if (p->texture_refraction)
2752                                 R_FreeTexture(p->texture_refraction);
2753                         p->texture_refraction = NULL;
2754                         if (p->texture_reflection)
2755                                 R_FreeTexture(p->texture_reflection);
2756                         p->texture_reflection = NULL;
2757                 }
2758                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759                 r_waterstate.waterwidth = waterwidth;
2760                 r_waterstate.waterheight = waterheight;
2761                 r_waterstate.texturewidth = texturewidth;
2762                 r_waterstate.textureheight = textureheight;
2763         }
2764
2765         if (r_waterstate.waterwidth)
2766         {
2767                 r_waterstate.enabled = true;
2768
2769                 // set up variables that will be used in shader setup
2770                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2774         }
2775
2776         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777         r_waterstate.numwaterplanes = 0;
2778 }
2779
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2781 {
2782         int triangleindex, planeindex;
2783         const int *e;
2784         vec3_t vert[3];
2785         vec3_t normal;
2786         vec3_t center;
2787         r_waterstate_waterplane_t *p;
2788         // just use the first triangle with a valid normal for any decisions
2789         VectorClear(normal);
2790         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2791         {
2792                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796                 if (VectorLength2(normal) >= 0.001)
2797                         break;
2798         }
2799
2800         // find a matching plane if there is one
2801         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2803                         break;
2804         if (planeindex >= r_waterstate.maxwaterplanes)
2805                 return; // nothing we can do, out of planes
2806
2807         // if this triangle does not fit any known plane rendered this frame, add one
2808         if (planeindex >= r_waterstate.numwaterplanes)
2809         {
2810                 // store the new plane
2811                 r_waterstate.numwaterplanes++;
2812                 VectorCopy(normal, p->plane.normal);
2813                 VectorNormalize(p->plane.normal);
2814                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815                 PlaneClassify(&p->plane);
2816                 // flip the plane if it does not face the viewer
2817                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2818                 {
2819                         VectorNegate(p->plane.normal, p->plane.normal);
2820                         p->plane.dist *= -1;
2821                         PlaneClassify(&p->plane);
2822                 }
2823                 // clear materialflags and pvs
2824                 p->materialflags = 0;
2825                 p->pvsvalid = false;
2826         }
2827         // merge this surface's materialflags into the waterplane
2828         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829         // merge this surface's PVS into the waterplane
2830         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2833         {
2834                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2835                 p->pvsvalid = true;
2836         }
2837 }
2838
2839 static void R_Water_ProcessPlanes(void)
2840 {
2841         r_refdef_view_t originalview;
2842         int planeindex;
2843         r_waterstate_waterplane_t *p;
2844
2845         originalview = r_refdef.view;
2846
2847         // make sure enough textures are allocated
2848         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2849         {
2850                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2851                 {
2852                         if (!p->texture_refraction)
2853                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2854                         if (!p->texture_refraction)
2855                                 goto error;
2856                 }
2857
2858                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2859                 {
2860                         if (!p->texture_reflection)
2861                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2862                         if (!p->texture_reflection)
2863                                 goto error;
2864                 }
2865         }
2866
2867         // render views
2868         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2869         {
2870                 r_refdef.view.showdebug = false;
2871                 r_refdef.view.width = r_waterstate.waterwidth;
2872                 r_refdef.view.height = r_waterstate.waterheight;
2873                 r_refdef.view.useclipplane = true;
2874                 r_waterstate.renderingscene = true;
2875
2876                 // render the normal view scene and copy into texture
2877                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2878                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2879                 {
2880                         r_refdef.view.clipplane = p->plane;
2881                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883                         PlaneClassify(&r_refdef.view.clipplane);
2884
2885                         R_RenderScene(false);
2886
2887                         // copy view into the screen texture
2888                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889                         GL_ActiveTexture(0);
2890                         CHECKGLERROR
2891                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2892                 }
2893
2894                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2895                 {
2896                         // render reflected scene and copy into texture
2897                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
2899                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
2900                         r_refdef.view.clipplane = p->plane;
2901                         // reverse the cullface settings for this render
2902                         r_refdef.view.cullface_front = GL_FRONT;
2903                         r_refdef.view.cullface_back = GL_BACK;
2904                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2905                         {
2906                                 r_refdef.view.usecustompvs = true;
2907                                 if (p->pvsvalid)
2908                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2909                                 else
2910                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2911                         }
2912
2913                         R_ResetViewRendering3D();
2914                         R_ClearScreen(r_refdef.fogenabled);
2915                         if (r_timereport_active)
2916                                 R_TimeReport("viewclear");
2917
2918                         R_RenderScene(false);
2919
2920                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2921                         GL_ActiveTexture(0);
2922                         CHECKGLERROR
2923                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2924
2925                         R_ResetViewRendering3D();
2926                         R_ClearScreen(r_refdef.fogenabled);
2927                         if (r_timereport_active)
2928                                 R_TimeReport("viewclear");
2929                 }
2930
2931                 r_refdef.view = originalview;
2932                 r_refdef.view.clear = true;
2933                 r_waterstate.renderingscene = false;
2934         }
2935         return;
2936 error:
2937         r_refdef.view = originalview;
2938         r_waterstate.renderingscene = false;
2939         Cvar_SetValueQuick(&r_water, 0);
2940         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2941         return;
2942 }
2943
2944 void R_Bloom_StartFrame(void)
2945 {
2946         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2947
2948         // set bloomwidth and bloomheight to the bloom resolution that will be
2949         // used (often less than the screen resolution for faster rendering)
2950         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2951         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2952         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2953
2954         // calculate desired texture sizes
2955         if (gl_support_arb_texture_non_power_of_two)
2956         {
2957                 screentexturewidth = r_refdef.view.width;
2958                 screentextureheight = r_refdef.view.height;
2959                 bloomtexturewidth = r_bloomstate.bloomwidth;
2960                 bloomtextureheight = r_bloomstate.bloomheight;
2961         }
2962         else
2963         {
2964                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2965                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2966                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2967                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2968         }
2969
2970         if (r_hdr.integer)
2971         {
2972                 screentexturewidth = screentextureheight = 0;
2973         }
2974         else if (r_bloom.integer)
2975         {
2976         }
2977         else
2978         {
2979                 screentexturewidth = screentextureheight = 0;
2980                 bloomtexturewidth = bloomtextureheight = 0;
2981         }
2982
2983         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2984         {
2985                 // can't use bloom if the parameters are too weird
2986                 // can't use bloom if the card does not support the texture size
2987                 if (r_bloomstate.texture_screen)
2988                         R_FreeTexture(r_bloomstate.texture_screen);
2989                 if (r_bloomstate.texture_bloom)
2990                         R_FreeTexture(r_bloomstate.texture_bloom);
2991                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2992                 return;
2993         }
2994
2995         r_bloomstate.enabled = true;
2996         r_bloomstate.hdr = r_hdr.integer != 0;
2997
2998         // allocate textures as needed
2999         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3000         {
3001                 if (r_bloomstate.texture_screen)
3002                         R_FreeTexture(r_bloomstate.texture_screen);
3003                 r_bloomstate.texture_screen = NULL;
3004                 r_bloomstate.screentexturewidth = screentexturewidth;
3005                 r_bloomstate.screentextureheight = screentextureheight;
3006                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3007                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3008         }
3009         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3010         {
3011                 if (r_bloomstate.texture_bloom)
3012                         R_FreeTexture(r_bloomstate.texture_bloom);
3013                 r_bloomstate.texture_bloom = NULL;
3014                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3015                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3016                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3017                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3018         }
3019
3020         // set up a texcoord array for the full resolution screen image
3021         // (we have to keep this around to copy back during final render)
3022         r_bloomstate.screentexcoord2f[0] = 0;
3023         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3026         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3027         r_bloomstate.screentexcoord2f[5] = 0;
3028         r_bloomstate.screentexcoord2f[6] = 0;
3029         r_bloomstate.screentexcoord2f[7] = 0;
3030
3031         // set up a texcoord array for the reduced resolution bloom image
3032         // (which will be additive blended over the screen image)
3033         r_bloomstate.bloomtexcoord2f[0] = 0;
3034         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3037         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3038         r_bloomstate.bloomtexcoord2f[5] = 0;
3039         r_bloomstate.bloomtexcoord2f[6] = 0;
3040         r_bloomstate.bloomtexcoord2f[7] = 0;
3041 }
3042
3043 void R_Bloom_CopyScreenTexture(float colorscale)
3044 {
3045         r_refdef.stats.bloom++;
3046
3047         R_ResetViewRendering2D();
3048         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3049         R_Mesh_ColorPointer(NULL, 0, 0);
3050         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3051         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3052
3053         // copy view into the screen texture
3054         GL_ActiveTexture(0);
3055         CHECKGLERROR
3056         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3057         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3058
3059         // now scale it down to the bloom texture size
3060         CHECKGLERROR
3061         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3062         GL_BlendFunc(GL_ONE, GL_ZERO);
3063         GL_Color(colorscale, colorscale, colorscale, 1);
3064         // TODO: optimize with multitexture or GLSL
3065         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3067
3068         // we now have a bloom image in the framebuffer
3069         // copy it into the bloom image texture for later processing
3070         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3071         GL_ActiveTexture(0);
3072         CHECKGLERROR
3073         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3074         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075 }
3076
3077 void R_Bloom_CopyHDRTexture(void)
3078 {
3079         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3080         GL_ActiveTexture(0);
3081         CHECKGLERROR
3082         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3083         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3084 }
3085
3086 void R_Bloom_MakeTexture(void)
3087 {
3088         int x, range, dir;
3089         float xoffset, yoffset, r, brighten;
3090
3091         r_refdef.stats.bloom++;
3092
3093         R_ResetViewRendering2D();
3094         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3095         R_Mesh_ColorPointer(NULL, 0, 0);
3096
3097         // we have a bloom image in the framebuffer
3098         CHECKGLERROR
3099         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3100
3101         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3102         {
3103                 x *= 2;
3104                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3105                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3106                 GL_Color(r, r, r, 1);
3107                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3108                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3109                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3111
3112                 // copy the vertically blurred bloom view to a texture
3113                 GL_ActiveTexture(0);
3114                 CHECKGLERROR
3115                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3116                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117         }
3118
3119         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3120         brighten = r_bloom_brighten.value;
3121         if (r_hdr.integer)
3122                 brighten *= r_hdr_range.value;
3123         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3124         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3125
3126         for (dir = 0;dir < 2;dir++)
3127         {
3128                 // blend on at multiple vertical offsets to achieve a vertical blur
3129                 // TODO: do offset blends using GLSL
3130                 GL_BlendFunc(GL_ONE, GL_ZERO);
3131                 for (x = -range;x <= range;x++)
3132                 {
3133                         if (!dir){xoffset = 0;yoffset = x;}
3134                         else {xoffset = x;yoffset = 0;}
3135                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3136                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3137                         // compute a texcoord array with the specified x and y offset
3138                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3139                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3144                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3145                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3146                         // this r value looks like a 'dot' particle, fading sharply to
3147                         // black at the edges
3148                         // (probably not realistic but looks good enough)
3149                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3150                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3151                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3152                         GL_Color(r, r, r, 1);
3153                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3154                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3155                         GL_BlendFunc(GL_ONE, GL_ONE);
3156                 }
3157
3158                 // copy the vertically blurred bloom view to a texture
3159                 GL_ActiveTexture(0);
3160                 CHECKGLERROR
3161                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3162                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3163         }
3164
3165         // apply subtract last
3166         // (just like it would be in a GLSL shader)
3167         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3168         {
3169                 GL_BlendFunc(GL_ONE, GL_ZERO);
3170                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3171                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3172                 GL_Color(1, 1, 1, 1);
3173                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3175
3176                 GL_BlendFunc(GL_ONE, GL_ONE);
3177                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3178                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3179                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3180                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3181                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3182                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3184
3185                 // copy the darkened bloom view to a texture
3186                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3187                 GL_ActiveTexture(0);
3188                 CHECKGLERROR
3189                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3190                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3191         }
3192 }
3193
3194 void R_HDR_RenderBloomTexture(void)
3195 {
3196         int oldwidth, oldheight;
3197         float oldcolorscale;
3198
3199         oldcolorscale = r_refdef.view.colorscale;
3200         oldwidth = r_refdef.view.width;
3201         oldheight = r_refdef.view.height;
3202         r_refdef.view.width = r_bloomstate.bloomwidth;
3203         r_refdef.view.height = r_bloomstate.bloomheight;
3204
3205         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3206         // TODO: add exposure compensation features
3207         // TODO: add fp16 framebuffer support
3208
3209         r_refdef.view.showdebug = false;
3210         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3211
3212         R_ClearScreen(r_refdef.fogenabled);
3213         if (r_timereport_active)
3214                 R_TimeReport("HDRclear");
3215
3216         r_waterstate.numwaterplanes = 0;
3217         R_RenderScene(r_waterstate.enabled);
3218         r_refdef.view.showdebug = true;
3219
3220         R_ResetViewRendering2D();
3221
3222         R_Bloom_CopyHDRTexture();
3223         R_Bloom_MakeTexture();
3224
3225         // restore the view settings
3226         r_refdef.view.width = oldwidth;
3227         r_refdef.view.height = oldheight;
3228         r_refdef.view.colorscale = oldcolorscale;
3229
3230         R_ResetViewRendering3D();
3231
3232         R_ClearScreen(r_refdef.fogenabled);
3233         if (r_timereport_active)
3234                 R_TimeReport("viewclear");
3235 }
3236
3237 static void R_BlendView(void)
3238 {
3239         if (r_bloomstate.enabled && r_bloomstate.hdr)
3240         {
3241                 // render high dynamic range bloom effect
3242                 // the bloom texture was made earlier this render, so we just need to
3243                 // blend it onto the screen...
3244                 R_ResetViewRendering2D();
3245                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3246                 R_Mesh_ColorPointer(NULL, 0, 0);
3247                 GL_Color(1, 1, 1, 1);
3248                 GL_BlendFunc(GL_ONE, GL_ONE);
3249                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3251                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3252                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3253         }
3254         else if (r_bloomstate.enabled)
3255         {
3256                 // render simple bloom effect
3257                 // copy the screen and shrink it and darken it for the bloom process
3258                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3259                 // make the bloom texture
3260                 R_Bloom_MakeTexture();
3261                 // put the original screen image back in place and blend the bloom
3262                 // texture on it
3263                 R_ResetViewRendering2D();
3264                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3265                 R_Mesh_ColorPointer(NULL, 0, 0);
3266                 GL_Color(1, 1, 1, 1);
3267                 GL_BlendFunc(GL_ONE, GL_ZERO);
3268                 // do both in one pass if possible
3269                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3270                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3271                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3272                 {
3273                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3274                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3275                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3276                 }
3277                 else
3278                 {
3279                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3281                         // now blend on the bloom texture
3282                         GL_BlendFunc(GL_ONE, GL_ONE);
3283                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3284                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3285                 }
3286                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3287                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3288         }
3289         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3290         {
3291                 // apply a color tint to the whole view
3292                 R_ResetViewRendering2D();
3293                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3294                 R_Mesh_ColorPointer(NULL, 0, 0);
3295                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3296                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3297                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3298         }
3299 }
3300
3301 void R_RenderScene(qboolean addwaterplanes);
3302
3303 matrix4x4_t r_waterscrollmatrix;
3304
3305 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3306 {
3307         if (r_refdef.fog_density)
3308         {
3309                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3310                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3311                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3312
3313                 {
3314                         vec3_t fogvec;
3315                         VectorCopy(r_refdef.fogcolor, fogvec);
3316                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3317                         {
3318                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3319                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3320                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3321                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3322                         }
3323                         //   color.rgb *= ContrastBoost * SceneBrightness;
3324                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3325                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3326                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3327                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3328                 }
3329         }
3330 }
3331
3332 void R_UpdateVariables(void)
3333 {
3334         R_Textures_Frame();
3335
3336         r_refdef.farclip = 4096;
3337         if (r_refdef.scene.worldmodel)
3338                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3339         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3340
3341         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3342                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3343         r_refdef.polygonfactor = 0;
3344         r_refdef.polygonoffset = 0;
3345         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3346         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3347
3348         r_refdef.rtworld = r_shadow_realtime_world.integer;
3349         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3350         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3351         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3352         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3353         if (r_showsurfaces.integer)
3354         {
3355                 r_refdef.rtworld = false;
3356                 r_refdef.rtworldshadows = false;
3357                 r_refdef.rtdlight = false;
3358                 r_refdef.rtdlightshadows = false;
3359                 r_refdef.lightmapintensity = 0;
3360         }
3361
3362         if (gamemode == GAME_NEHAHRA)
3363         {
3364                 if (gl_fogenable.integer)
3365                 {
3366                         r_refdef.oldgl_fogenable = true;
3367                         r_refdef.fog_density = gl_fogdensity.value;
3368                         r_refdef.fog_red = gl_fogred.value;
3369                         r_refdef.fog_green = gl_foggreen.value;
3370                         r_refdef.fog_blue = gl_fogblue.value;
3371                         r_refdef.fog_alpha = 1;
3372                         r_refdef.fog_start = 0;
3373                         r_refdef.fog_end = gl_skyclip.value;
3374                 }
3375                 else if (r_refdef.oldgl_fogenable)
3376                 {
3377                         r_refdef.oldgl_fogenable = false;
3378                         r_refdef.fog_density = 0;
3379                         r_refdef.fog_red = 0;
3380                         r_refdef.fog_green = 0;
3381                         r_refdef.fog_blue = 0;
3382                         r_refdef.fog_alpha = 0;
3383                         r_refdef.fog_start = 0;
3384                         r_refdef.fog_end = 0;
3385                 }
3386         }
3387
3388         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3389         r_refdef.fog_start = max(0, r_refdef.fog_start);
3390         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3391
3392         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3393
3394         if (r_refdef.fog_density)
3395         {
3396                 r_refdef.fogenabled = true;
3397                 // this is the point where the fog reaches 0.9986 alpha, which we
3398                 // consider a good enough cutoff point for the texture
3399                 // (0.9986 * 256 == 255.6)
3400                 if (r_fog_exp2.integer)
3401                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3402                 else
3403                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3404                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3405                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3406                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3407                 // fog color was already set
3408                 // update the fog texture
3409                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3410                         R_BuildFogTexture();
3411         }
3412         else
3413                 r_refdef.fogenabled = false;
3414 }
3415
3416 /*
3417 ================
3418 R_RenderView
3419 ================
3420 */
3421 void R_RenderView(void)
3422 {
3423         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3424                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3425
3426         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3427
3428         // break apart the view matrix into vectors for various purposes
3429         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3430         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3431         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3432         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3433         // make an inverted copy of the view matrix for tracking sprites
3434         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3435
3436         R_Shadow_UpdateWorldLightSelection();
3437
3438         R_Bloom_StartFrame();
3439         R_Water_StartFrame();
3440
3441         CHECKGLERROR
3442         if (r_timereport_active)
3443                 R_TimeReport("viewsetup");
3444
3445         R_ResetViewRendering3D();
3446
3447         if (r_refdef.view.clear || r_refdef.fogenabled)
3448         {
3449                 R_ClearScreen(r_refdef.fogenabled);
3450                 if (r_timereport_active)
3451                         R_TimeReport("viewclear");
3452         }
3453         r_refdef.view.clear = true;
3454
3455         r_refdef.view.showdebug = true;
3456
3457         // this produces a bloom texture to be used in R_BlendView() later
3458         if (r_hdr.integer)
3459                 R_HDR_RenderBloomTexture();
3460
3461         r_waterstate.numwaterplanes = 0;
3462         R_RenderScene(r_waterstate.enabled);
3463
3464         R_BlendView();
3465         if (r_timereport_active)
3466                 R_TimeReport("blendview");
3467
3468         GL_Scissor(0, 0, vid.width, vid.height);
3469         GL_ScissorTest(false);
3470         CHECKGLERROR
3471 }
3472
3473 extern void R_DrawLightningBeams (void);
3474 extern void VM_CL_AddPolygonsToMeshQueue (void);
3475 extern void R_DrawPortals (void);
3476 extern cvar_t cl_locs_show;
3477 static void R_DrawLocs(void);
3478 static void R_DrawEntityBBoxes(void);
3479 void R_RenderScene(qboolean addwaterplanes)
3480 {
3481         r_refdef.stats.renders++;
3482
3483         R_UpdateFogColor();
3484
3485         if (addwaterplanes)
3486         {
3487                 R_ResetViewRendering3D();
3488
3489                 R_View_Update();
3490                 if (r_timereport_active)
3491                         R_TimeReport("watervis");
3492
3493                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3494                 {
3495                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3496                         if (r_timereport_active)
3497                                 R_TimeReport("waterworld");
3498                 }
3499
3500                 // don't let sound skip if going slow
3501                 if (r_refdef.scene.extraupdate)
3502                         S_ExtraUpdate ();
3503
3504                 R_DrawModelsAddWaterPlanes();
3505                 if (r_timereport_active)
3506                         R_TimeReport("watermodels");
3507
3508                 R_Water_ProcessPlanes();
3509                 if (r_timereport_active)
3510                         R_TimeReport("waterscenes");
3511         }
3512
3513         R_ResetViewRendering3D();
3514
3515         // don't let sound skip if going slow
3516         if (r_refdef.scene.extraupdate)
3517                 S_ExtraUpdate ();
3518
3519         R_MeshQueue_BeginScene();
3520
3521         R_SkyStartFrame();
3522
3523         R_View_Update();
3524         if (r_timereport_active)
3525                 R_TimeReport("visibility");
3526
3527         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);
3528
3529         if (cl.csqc_vidvars.drawworld)
3530         {
3531                 // don't let sound skip if going slow
3532                 if (r_refdef.scene.extraupdate)
3533                         S_ExtraUpdate ();
3534
3535                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3536                 {
3537                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3538                         if (r_timereport_active)
3539                                 R_TimeReport("worldsky");
3540                 }
3541
3542                 if (R_DrawBrushModelsSky() && r_timereport_active)
3543                         R_TimeReport("bmodelsky");
3544         }
3545
3546         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3547         {
3548                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3549                 if (r_timereport_active)
3550                         R_TimeReport("worlddepth");
3551         }
3552         if (r_depthfirst.integer >= 2)
3553         {
3554                 R_DrawModelsDepth();
3555                 if (r_timereport_active)
3556                         R_TimeReport("modeldepth");
3557         }
3558
3559         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3560         {
3561                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3562                 if (r_timereport_active)
3563                         R_TimeReport("world");
3564         }
3565
3566         // don't let sound skip if going slow
3567         if (r_refdef.scene.extraupdate)
3568                 S_ExtraUpdate ();
3569
3570         R_DrawModels();
3571         if (r_timereport_active)
3572                 R_TimeReport("models");
3573
3574         // don't let sound skip if going slow
3575         if (r_refdef.scene.extraupdate)
3576                 S_ExtraUpdate ();
3577
3578         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3579         {
3580                 R_DrawModelShadows();
3581
3582                 R_ResetViewRendering3D();
3583
3584                 // don't let sound skip if going slow
3585                 if (r_refdef.scene.extraupdate)
3586                         S_ExtraUpdate ();
3587         }
3588
3589         R_ShadowVolumeLighting(false);
3590         if (r_timereport_active)
3591                 R_TimeReport("rtlights");
3592
3593         // don't let sound skip if going slow
3594         if (r_refdef.scene.extraupdate)
3595                 S_ExtraUpdate ();
3596
3597         if (cl.csqc_vidvars.drawworld)
3598         {
3599                 R_DrawLightningBeams();
3600                 if (r_timereport_active)
3601                         R_TimeReport("lightning");
3602
3603                 R_DrawDecals();
3604                 if (r_timereport_active)
3605                         R_TimeReport("decals");
3606
3607                 R_DrawParticles();
3608                 if (r_timereport_active)
3609                         R_TimeReport("particles");
3610
3611                 R_DrawExplosions();
3612                 if (r_timereport_active)
3613                         R_TimeReport("explosions");
3614         }
3615
3616         if (gl_support_fragment_shader)
3617         {
3618                 qglUseProgramObjectARB(0);CHECKGLERROR
3619         }
3620         VM_CL_AddPolygonsToMeshQueue();
3621
3622         if (r_refdef.view.showdebug)
3623         {
3624                 if (cl_locs_show.integer)
3625                 {
3626                         R_DrawLocs();
3627                         if (r_timereport_active)
3628                                 R_TimeReport("showlocs");
3629                 }
3630
3631                 if (r_drawportals.integer)
3632                 {
3633                         R_DrawPortals();
3634                         if (r_timereport_active)
3635                                 R_TimeReport("portals");
3636                 }
3637
3638                 if (r_showbboxes.value > 0)
3639                 {
3640                         R_DrawEntityBBoxes();
3641                         if (r_timereport_active)
3642                                 R_TimeReport("bboxes");
3643                 }
3644         }
3645
3646         if (gl_support_fragment_shader)
3647         {
3648                 qglUseProgramObjectARB(0);CHECKGLERROR
3649         }
3650         R_MeshQueue_RenderTransparent();
3651         if (r_timereport_active)
3652                 R_TimeReport("drawtrans");
3653
3654         if (gl_support_fragment_shader)
3655         {
3656                 qglUseProgramObjectARB(0);CHECKGLERROR
3657         }
3658
3659         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))
3660         {
3661                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3662                 if (r_timereport_active)
3663                         R_TimeReport("worlddebug");
3664                 R_DrawModelsDebug();
3665                 if (r_timereport_active)
3666                         R_TimeReport("modeldebug");
3667         }
3668
3669         if (gl_support_fragment_shader)
3670         {
3671                 qglUseProgramObjectARB(0);CHECKGLERROR
3672         }
3673
3674         if (cl.csqc_vidvars.drawworld)
3675         {
3676                 R_DrawCoronas();
3677                 if (r_timereport_active)
3678                         R_TimeReport("coronas");
3679         }
3680
3681         // don't let sound skip if going slow
3682         if (r_refdef.scene.extraupdate)
3683                 S_ExtraUpdate ();
3684
3685         R_ResetViewRendering2D();
3686 }
3687
3688 static const int bboxelements[36] =
3689 {
3690         5, 1, 3, 5, 3, 7,
3691         6, 2, 0, 6, 0, 4,
3692         7, 3, 2, 7, 2, 6,
3693         4, 0, 1, 4, 1, 5,
3694         4, 5, 7, 4, 7, 6,
3695         1, 0, 2, 1, 2, 3,
3696 };
3697
3698 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3699 {
3700         int i;
3701         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3702         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3703         GL_DepthMask(false);
3704         GL_DepthRange(0, 1);
3705         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3706         R_Mesh_Matrix(&identitymatrix);
3707         R_Mesh_ResetTextureState();
3708
3709         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3710         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3711         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3712         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3713         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3714         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3715         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3716         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3717         R_FillColors(color4f, 8, cr, cg, cb, ca);
3718         if (r_refdef.fogenabled)
3719         {
3720                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3721                 {
3722                         f1 = FogPoint_World(v);
3723                         f2 = 1 - f1;
3724                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3725                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3726                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3727                 }
3728         }
3729         R_Mesh_VertexPointer(vertex3f, 0, 0);
3730         R_Mesh_ColorPointer(color4f, 0, 0);
3731         R_Mesh_ResetTextureState();
3732         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3733 }
3734
3735 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3736 {
3737         int i;
3738         float color[4];
3739         prvm_edict_t *edict;
3740         // this function draws bounding boxes of server entities
3741         if (!sv.active)
3742                 return;
3743         SV_VM_Begin();
3744         for (i = 0;i < numsurfaces;i++)
3745         {
3746                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3747                 switch ((int)edict->fields.server->solid)
3748                 {
3749                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3750                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3751                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3752                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3753                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3754                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3755                 }
3756                 color[3] *= r_showbboxes.value;
3757                 color[3] = bound(0, color[3], 1);
3758                 GL_DepthTest(!r_showdisabledepthtest.integer);
3759                 GL_CullFace(r_refdef.view.cullface_front);
3760                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3761         }
3762         SV_VM_End();
3763 }
3764
3765 static void R_DrawEntityBBoxes(void)
3766 {
3767         int i;
3768         prvm_edict_t *edict;
3769         vec3_t center;
3770         // this function draws bounding boxes of server entities
3771         if (!sv.active)
3772                 return;
3773         SV_VM_Begin();
3774         for (i = 0;i < prog->num_edicts;i++)
3775         {
3776                 edict = PRVM_EDICT_NUM(i);
3777                 if (edict->priv.server->free)
3778                         continue;
3779                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3780                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3781         }
3782         SV_VM_End();
3783 }
3784
3785 int nomodelelements[24] =
3786 {
3787         5, 2, 0,
3788         5, 1, 2,
3789         5, 0, 3,
3790         5, 3, 1,
3791         0, 2, 4,
3792         2, 1, 4,
3793         3, 0, 4,
3794         1, 3, 4
3795 };
3796
3797 float nomodelvertex3f[6*3] =
3798 {
3799         -16,   0,   0,
3800          16,   0,   0,
3801           0, -16,   0,
3802           0,  16,   0,
3803           0,   0, -16,
3804           0,   0,  16
3805 };
3806
3807 float nomodelcolor4f[6*4] =
3808 {
3809         0.0f, 0.0f, 0.5f, 1.0f,
3810         0.0f, 0.0f, 0.5f, 1.0f,
3811         0.0f, 0.5f, 0.0f, 1.0f,
3812         0.0f, 0.5f, 0.0f, 1.0f,
3813         0.5f, 0.0f, 0.0f, 1.0f,
3814         0.5f, 0.0f, 0.0f, 1.0f
3815 };
3816
3817 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3818 {
3819         int i;
3820         float f1, f2, *c;
3821         float color4f[6*4];
3822         // this is only called once per entity so numsurfaces is always 1, and
3823         // surfacelist is always {0}, so this code does not handle batches
3824         R_Mesh_Matrix(&ent->matrix);
3825
3826         if (ent->flags & EF_ADDITIVE)
3827         {
3828                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3829                 GL_DepthMask(false);
3830         }
3831         else if (ent->alpha < 1)
3832         {
3833                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3834                 GL_DepthMask(false);
3835         }
3836         else
3837         {
3838                 GL_BlendFunc(GL_ONE, GL_ZERO);
3839                 GL_DepthMask(true);
3840         }
3841         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3842         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3843         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3844         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3845         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3846         if (r_refdef.fogenabled)
3847         {
3848                 vec3_t org;
3849                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3850                 R_Mesh_ColorPointer(color4f, 0, 0);
3851                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3852                 f1 = FogPoint_World(org);
3853                 f2 = 1 - f1;
3854                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3855                 {
3856                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3857                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3858                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3859                         c[3] *= ent->alpha;
3860                 }
3861         }
3862         else if (ent->alpha != 1)
3863         {
3864                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3865                 R_Mesh_ColorPointer(color4f, 0, 0);
3866                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3867                         c[3] *= ent->alpha;
3868         }
3869         else
3870                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3871         R_Mesh_ResetTextureState();
3872         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3873 }
3874
3875 void R_DrawNoModel(entity_render_t *ent)
3876 {
3877         vec3_t org;
3878         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3879         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3880                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3881         //else
3882         //      R_DrawNoModelCallback(ent, 0);
3883 }
3884
3885 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3886 {
3887         vec3_t right1, right2, diff, normal;
3888
3889         VectorSubtract (org2, org1, normal);
3890
3891         // calculate 'right' vector for start
3892         VectorSubtract (r_refdef.view.origin, org1, diff);
3893         CrossProduct (normal, diff, right1);
3894         VectorNormalize (right1);
3895
3896         // calculate 'right' vector for end
3897         VectorSubtract (r_refdef.view.origin, org2, diff);
3898         CrossProduct (normal, diff, right2);
3899         VectorNormalize (right2);
3900
3901         vert[ 0] = org1[0] + width * right1[0];
3902         vert[ 1] = org1[1] + width * right1[1];
3903         vert[ 2] = org1[2] + width * right1[2];
3904         vert[ 3] = org1[0] - width * right1[0];
3905         vert[ 4] = org1[1] - width * right1[1];
3906         vert[ 5] = org1[2] - width * right1[2];
3907         vert[ 6] = org2[0] - width * right2[0];
3908         vert[ 7] = org2[1] - width * right2[1];
3909         vert[ 8] = org2[2] - width * right2[2];
3910         vert[ 9] = org2[0] + width * right2[0];
3911         vert[10] = org2[1] + width * right2[1];
3912         vert[11] = org2[2] + width * right2[2];
3913 }
3914
3915 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3916
3917 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3918 {
3919         float fog = 1.0f;
3920         float vertex3f[12];
3921
3922         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3923                 fog = FogPoint_World(origin);
3924
3925         R_Mesh_Matrix(&identitymatrix);
3926         GL_BlendFunc(blendfunc1, blendfunc2);
3927
3928         if(v_flipped_state)
3929         {
3930                 scalex1 = -scalex1;
3931                 scalex2 = -scalex2;
3932                 GL_CullFace(r_refdef.view.cullface_front);
3933         }
3934         else
3935                 GL_CullFace(r_refdef.view.cullface_back);
3936         GL_CullFace(GL_NONE);
3937
3938         GL_DepthMask(false);
3939         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3940         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3941         GL_DepthTest(!depthdisable);
3942
3943         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3944         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3945         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3946         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3947         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3948         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3949         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3950         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3951         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3952         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3953         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3954         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3955
3956         R_Mesh_VertexPointer(vertex3f, 0, 0);
3957         R_Mesh_ColorPointer(NULL, 0, 0);
3958         R_Mesh_ResetTextureState();
3959         R_Mesh_TexBind(0, R_GetTexture(texture));
3960         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3961         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3962         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3963         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3964
3965         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3966         {
3967                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3968                 GL_BlendFunc(blendfunc1, GL_ONE);
3969                 fog = 1 - fog;
3970                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3971                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3972         }
3973 }
3974
3975 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3976 {
3977         int i;
3978         float *vertex3f;
3979         float v[3];
3980         VectorSet(v, x, y, z);
3981         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3982                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3983                         break;
3984         if (i == mesh->numvertices)
3985         {
3986                 if (mesh->numvertices < mesh->maxvertices)
3987                 {
3988                         VectorCopy(v, vertex3f);
3989                         mesh->numvertices++;
3990                 }
3991                 return mesh->numvertices;
3992         }
3993         else
3994                 return i;
3995 }
3996
3997 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3998 {
3999         int i;
4000         int *e, element[3];
4001         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4002         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4003         e = mesh->element3i + mesh->numtriangles * 3;
4004         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4005         {
4006                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4007                 if (mesh->numtriangles < mesh->maxtriangles)
4008                 {
4009                         *e++ = element[0];
4010                         *e++ = element[1];
4011                         *e++ = element[2];
4012                         mesh->numtriangles++;
4013                 }
4014                 element[1] = element[2];
4015         }
4016 }
4017
4018 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4019 {
4020         int i;
4021         int *e, element[3];
4022         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4023         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4024         e = mesh->element3i + mesh->numtriangles * 3;
4025         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4026         {
4027                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4028                 if (mesh->numtriangles < mesh->maxtriangles)
4029                 {
4030                         *e++ = element[0];
4031                         *e++ = element[1];
4032                         *e++ = element[2];
4033                         mesh->numtriangles++;
4034                 }
4035                 element[1] = element[2];
4036         }
4037 }
4038
4039 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4040 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4041 {
4042         int planenum, planenum2;
4043         int w;
4044         int tempnumpoints;
4045         mplane_t *plane, *plane2;
4046         double maxdist;
4047         double temppoints[2][256*3];
4048         // figure out how large a bounding box we need to properly compute this brush
4049         maxdist = 0;
4050         for (w = 0;w < numplanes;w++)
4051                 maxdist = max(maxdist, planes[w].dist);
4052         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4053         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4054         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4055         {
4056                 w = 0;
4057                 tempnumpoints = 4;
4058                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4059                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4060                 {
4061                         if (planenum2 == planenum)
4062                                 continue;
4063                         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);
4064                         w = !w;
4065                 }
4066                 if (tempnumpoints < 3)
4067                         continue;
4068                 // generate elements forming a triangle fan for this polygon
4069                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4070         }
4071 }
4072
4073 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)
4074 {
4075         texturelayer_t *layer;
4076         layer = t->currentlayers + t->currentnumlayers++;
4077         layer->type = type;
4078         layer->depthmask = depthmask;
4079         layer->blendfunc1 = blendfunc1;
4080         layer->blendfunc2 = blendfunc2;
4081         layer->texture = texture;
4082         layer->texmatrix = *matrix;
4083         layer->color[0] = r * r_refdef.view.colorscale;
4084         layer->color[1] = g * r_refdef.view.colorscale;
4085         layer->color[2] = b * r_refdef.view.colorscale;
4086         layer->color[3] = a;
4087 }
4088
4089 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4090 {
4091         double index, f;
4092         index = parms[2] + r_refdef.scene.time * parms[3];
4093         index -= floor(index);
4094         switch (func)
4095         {
4096         default:
4097         case Q3WAVEFUNC_NONE:
4098         case Q3WAVEFUNC_NOISE:
4099         case Q3WAVEFUNC_COUNT:
4100                 f = 0;
4101                 break;
4102         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4103         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4104         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4105         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4106         case Q3WAVEFUNC_TRIANGLE:
4107                 index *= 4;
4108                 f = index - floor(index);
4109                 if (index < 1)
4110                         f = f;
4111                 else if (index < 2)
4112                         f = 1 - f;
4113                 else if (index < 3)
4114                         f = -f;
4115                 else
4116                         f = -(1 - f);
4117                 break;
4118         }
4119         return (float)(parms[0] + parms[1] * f);
4120 }
4121
4122 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4123 {
4124         int i;
4125         model_t *model = ent->model;
4126         float f;
4127         float tcmat[12];
4128         q3shaderinfo_layer_tcmod_t *tcmod;
4129
4130         // switch to an alternate material if this is a q1bsp animated material
4131         {
4132                 texture_t *texture = t;
4133                 int s = ent->skinnum;
4134                 if ((unsigned int)s >= (unsigned int)model->numskins)
4135                         s = 0;
4136                 if (model->skinscenes)
4137                 {
4138                         if (model->skinscenes[s].framecount > 1)
4139                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4140                         else
4141                                 s = model->skinscenes[s].firstframe;
4142                 }
4143                 if (s > 0)
4144                         t = t + s * model->num_surfaces;
4145                 if (t->animated)
4146                 {
4147                         // use an alternate animation if the entity's frame is not 0,
4148                         // and only if the texture has an alternate animation
4149                         if (ent->frame2 != 0 && t->anim_total[1])
4150                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4151                         else
4152                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4153                 }
4154                 texture->currentframe = t;
4155         }
4156
4157         // update currentskinframe to be a qw skin or animation frame
4158         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4159         {
4160                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4161                 {
4162                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4163                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4164                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4165                 }
4166                 t->currentskinframe = r_qwskincache_skinframe[i];
4167                 if (t->currentskinframe == NULL)
4168                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4169         }
4170         else if (t->numskinframes >= 2)
4171                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4172         if (t->backgroundnumskinframes >= 2)
4173                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4174
4175         t->currentmaterialflags = t->basematerialflags;
4176         t->currentalpha = ent->alpha;
4177         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4178         {
4179                 t->currentalpha *= r_wateralpha.value;
4180                 /*
4181                  * FIXME what is this supposed to do?
4182                 // if rendering refraction/reflection, disable transparency
4183                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4184                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4185                 */
4186         }
4187         if(!r_waterstate.enabled)
4188                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4189         if (!(ent->flags & RENDER_LIGHT))
4190                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4191         else if (rsurface.modeltexcoordlightmap2f == NULL)
4192         {
4193                 // pick a model lighting mode
4194                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4195                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4196                 else
4197                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4198         }
4199         if (ent->effects & EF_ADDITIVE)
4200                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4201         else if (t->currentalpha < 1)
4202                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4203         if (ent->effects & EF_DOUBLESIDED)
4204                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4205         if (ent->effects & EF_NODEPTHTEST)
4206                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4207         if (ent->flags & RENDER_VIEWMODEL)
4208                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4209         if (t->backgroundnumskinframes)
4210                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4211         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4212         {
4213                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4214                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4215         }
4216         else
4217                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4218
4219         // there is no tcmod
4220         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4221                 t->currenttexmatrix = r_waterscrollmatrix;
4222
4223         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4224         {
4225                 matrix4x4_t matrix;
4226                 switch(tcmod->tcmod)
4227                 {
4228                 case Q3TCMOD_COUNT:
4229                 case Q3TCMOD_NONE:
4230                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4231                                 matrix = r_waterscrollmatrix;
4232                         else
4233                                 matrix = identitymatrix;
4234                         break;
4235                 case Q3TCMOD_ENTITYTRANSLATE:
4236                         // this is used in Q3 to allow the gamecode to control texcoord
4237                         // scrolling on the entity, which is not supported in darkplaces yet.
4238                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4239                         break;
4240                 case Q3TCMOD_ROTATE:
4241                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4242                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4243                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4244                         break;
4245                 case Q3TCMOD_SCALE:
4246                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4247                         break;
4248                 case Q3TCMOD_SCROLL:
4249                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4250                         break;
4251                 case Q3TCMOD_STRETCH:
4252                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4253                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4254                         break;
4255                 case Q3TCMOD_TRANSFORM:
4256                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4257                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4258                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4259                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4260                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4261                         break;
4262                 case Q3TCMOD_TURBULENT:
4263                         // this is handled in the RSurf_PrepareVertices function
4264                         matrix = identitymatrix;
4265                         break;
4266                 }
4267                 // either replace or concatenate the transformation
4268                 if (i < 1)
4269                         t->currenttexmatrix = matrix;
4270                 else
4271                 {
4272                         matrix4x4_t temp = t->currenttexmatrix;
4273                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4274                 }
4275         }
4276
4277         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4278         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4279         t->glosstexture = r_texture_black;
4280         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4281         t->backgroundglosstexture = r_texture_black;
4282         t->specularpower = r_shadow_glossexponent.value;
4283         // TODO: store reference values for these in the texture?
4284         t->specularscale = 0;
4285         if (r_shadow_gloss.integer > 0)
4286         {
4287                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4288                 {
4289                         if (r_shadow_glossintensity.value > 0)
4290                         {
4291                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4292                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4293                                 t->specularscale = r_shadow_glossintensity.value;
4294                         }
4295                 }
4296                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4297                 {
4298                         t->glosstexture = r_texture_white;
4299                         t->backgroundglosstexture = r_texture_white;
4300                         t->specularscale = r_shadow_gloss2intensity.value;
4301                 }
4302         }
4303
4304         // lightmaps mode looks bad with dlights using actual texturing, so turn
4305         // off the colormap and glossmap, but leave the normalmap on as it still
4306         // accurately represents the shading involved
4307         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4308         {
4309                 t->basetexture = r_texture_white;
4310                 t->specularscale = 0;
4311         }
4312
4313         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4314         VectorClear(t->dlightcolor);
4315         t->currentnumlayers = 0;
4316         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4317         {
4318                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4319                 {
4320                         int blendfunc1, blendfunc2, depthmask;
4321                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4322                         {
4323                                 blendfunc1 = GL_SRC_ALPHA;
4324                                 blendfunc2 = GL_ONE;
4325                         }
4326                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4327                         {
4328                                 blendfunc1 = GL_SRC_ALPHA;
4329                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4330                         }
4331                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4332                         {
4333                                 blendfunc1 = t->customblendfunc[0];
4334                                 blendfunc2 = t->customblendfunc[1];
4335                         }
4336                         else
4337                         {
4338                                 blendfunc1 = GL_ONE;
4339                                 blendfunc2 = GL_ZERO;
4340                         }
4341                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4342                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4343                         {
4344                                 rtexture_t *currentbasetexture;
4345                                 int layerflags = 0;
4346                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4347                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4348                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4349                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4350                                 {
4351                                         // fullbright is not affected by r_refdef.lightmapintensity
4352                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4353                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4354                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4355                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4356                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4357                                 }
4358                                 else
4359                                 {
4360                                         vec3_t ambientcolor;
4361                                         float colorscale;
4362                                         // set the color tint used for lights affecting this surface
4363                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4364                                         colorscale = 2;
4365                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4366                                         // would normally be baked into the lightmap must be
4367                                         // applied to the color
4368                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4369                                         if (ent->model->type == mod_brushq3)
4370                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4371                                         colorscale *= r_refdef.lightmapintensity;
4372                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4373                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4374                                         // basic lit geometry
4375                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4376                                         // add pants/shirt if needed
4377                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4378                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4379                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4380                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4381                                         // now add ambient passes if needed
4382                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4383                                         {
4384                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4385                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4386                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4387                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4388                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4389                                         }
4390                                 }
4391                                 if (t->currentskinframe->glow != NULL)
4392                                         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]);
4393                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4394                                 {
4395                                         // if this is opaque use alpha blend which will darken the earlier
4396                                         // passes cheaply.
4397                                         //
4398                                         // if this is an alpha blended material, all the earlier passes
4399                                         // were darkened by fog already, so we only need to add the fog
4400                                         // color ontop through the fog mask texture
4401                                         //
4402                                         // if this is an additive blended material, all the earlier passes
4403                                         // were darkened by fog already, and we should not add fog color
4404                                         // (because the background was not darkened, there is no fog color
4405                                         // that was lost behind it).
4406                                         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]);
4407                                 }
4408                         }
4409                 }
4410         }
4411 }
4412
4413 void R_UpdateAllTextureInfo(entity_render_t *ent)
4414 {
4415         int i;
4416         if (ent->model)
4417                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4418                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4419 }
4420
4421 rsurfacestate_t rsurface;
4422
4423 void R_Mesh_ResizeArrays(int newvertices)
4424 {
4425         float *base;
4426         if (rsurface.array_size >= newvertices)
4427                 return;
4428         if (rsurface.array_modelvertex3f)
4429                 Mem_Free(rsurface.array_modelvertex3f);
4430         rsurface.array_size = (newvertices + 1023) & ~1023;
4431         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4432         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4433         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4434         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4435         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4436         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4437         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4438         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4439         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4440         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4441         rsurface.array_color4f           = base + rsurface.array_size * 27;
4442         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4443 }
4444
4445 void RSurf_CleanUp(void)
4446 {
4447         CHECKGLERROR
4448         if (rsurface.mode == RSURFMODE_GLSL)
4449         {
4450                 qglUseProgramObjectARB(0);CHECKGLERROR
4451         }
4452         GL_AlphaTest(false);
4453         rsurface.mode = RSURFMODE_NONE;
4454         rsurface.uselightmaptexture = false;
4455         rsurface.texture = NULL;
4456 }
4457
4458 void RSurf_ActiveWorldEntity(void)
4459 {
4460         model_t *model = r_refdef.scene.worldmodel;
4461         RSurf_CleanUp();
4462         if (rsurface.array_size < model->surfmesh.num_vertices)
4463                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4464         rsurface.matrix = identitymatrix;
4465         rsurface.inversematrix = identitymatrix;
4466         R_Mesh_Matrix(&identitymatrix);
4467         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4468         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4469         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4470         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4471         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4472         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4473         rsurface.frameblend[0].frame = 0;
4474         rsurface.frameblend[0].lerp = 1;
4475         rsurface.frameblend[1].frame = 0;
4476         rsurface.frameblend[1].lerp = 0;
4477         rsurface.frameblend[2].frame = 0;
4478         rsurface.frameblend[2].lerp = 0;
4479         rsurface.frameblend[3].frame = 0;
4480         rsurface.frameblend[3].lerp = 0;
4481         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4482         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4483         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4484         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4485         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4486         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4487         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4488         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4489         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4490         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4491         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4492         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4493         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4494         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4495         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4496         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4497         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4498         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4499         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4500         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4501         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4502         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4503         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4504         rsurface.modelelement3i = model->surfmesh.data_element3i;
4505         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4506         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4507         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4508         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4509         rsurface.modelsurfaces = model->data_surfaces;
4510         rsurface.generatedvertex = false;
4511         rsurface.vertex3f  = rsurface.modelvertex3f;
4512         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4513         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4514         rsurface.svector3f = rsurface.modelsvector3f;
4515         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4516         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4517         rsurface.tvector3f = rsurface.modeltvector3f;
4518         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4519         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4520         rsurface.normal3f  = rsurface.modelnormal3f;
4521         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4522         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4523         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4524 }
4525
4526 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4527 {
4528         model_t *model = ent->model;
4529         RSurf_CleanUp();
4530         if (rsurface.array_size < model->surfmesh.num_vertices)
4531                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4532         rsurface.matrix = ent->matrix;
4533         rsurface.inversematrix = ent->inversematrix;
4534         R_Mesh_Matrix(&rsurface.matrix);
4535         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4536         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4537         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4538         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4539         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4540         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4541         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4542         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4543         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4544         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4545         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4546         rsurface.frameblend[0] = ent->frameblend[0];
4547         rsurface.frameblend[1] = ent->frameblend[1];
4548         rsurface.frameblend[2] = ent->frameblend[2];
4549         rsurface.frameblend[3] = ent->frameblend[3];
4550         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4551         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4552         if (ent->model->brush.submodel)
4553         {
4554                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4555                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4556         }
4557         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4558         {
4559                 if (wanttangents)
4560                 {
4561                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4562                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4563                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4564                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4565                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4566                 }
4567                 else if (wantnormals)
4568                 {
4569                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4570                         rsurface.modelsvector3f = NULL;
4571                         rsurface.modeltvector3f = NULL;
4572                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4573                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4574                 }
4575                 else
4576                 {
4577                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4578                         rsurface.modelsvector3f = NULL;
4579                         rsurface.modeltvector3f = NULL;
4580                         rsurface.modelnormal3f = NULL;
4581                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4582                 }
4583                 rsurface.modelvertex3f_bufferobject = 0;
4584                 rsurface.modelvertex3f_bufferoffset = 0;
4585                 rsurface.modelsvector3f_bufferobject = 0;
4586                 rsurface.modelsvector3f_bufferoffset = 0;
4587                 rsurface.modeltvector3f_bufferobject = 0;
4588                 rsurface.modeltvector3f_bufferoffset = 0;
4589                 rsurface.modelnormal3f_bufferobject = 0;
4590                 rsurface.modelnormal3f_bufferoffset = 0;
4591                 rsurface.generatedvertex = true;
4592         }
4593         else
4594         {
4595                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4596                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4597                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4598                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4599                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4600                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4601                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4602                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4603                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4604                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4605                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4606                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4607                 rsurface.generatedvertex = false;
4608         }
4609         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4610         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4611         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4612         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4613         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4614         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4615         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4616         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4617         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4618         rsurface.modelelement3i = model->surfmesh.data_element3i;
4619         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4620         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4621         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4622         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4623         rsurface.modelsurfaces = model->data_surfaces;
4624         rsurface.vertex3f  = rsurface.modelvertex3f;
4625         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4626         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4627         rsurface.svector3f = rsurface.modelsvector3f;
4628         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4629         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4630         rsurface.tvector3f = rsurface.modeltvector3f;
4631         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4632         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4633         rsurface.normal3f  = rsurface.modelnormal3f;
4634         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4635         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4636         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4637 }
4638
4639 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4640 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4641 {
4642         int deformindex;
4643         int texturesurfaceindex;
4644         int i, j;
4645         float amplitude;
4646         float animpos;
4647         float scale;
4648         const float *v1, *in_tc;
4649         float *out_tc;
4650         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4651         float waveparms[4];
4652         q3shaderinfo_deform_t *deform;
4653         // 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
4654         if (rsurface.generatedvertex)
4655         {
4656                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4657                         generatenormals = true;
4658                 for (i = 0;i < Q3MAXDEFORMS;i++)
4659                 {
4660                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4661                         {
4662                                 generatetangents = true;
4663                                 generatenormals = true;
4664                         }
4665                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4666                                 generatenormals = true;
4667                 }
4668                 if (generatenormals && !rsurface.modelnormal3f)
4669                 {
4670                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4671                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4672                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4673                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4674                 }
4675                 if (generatetangents && !rsurface.modelsvector3f)
4676                 {
4677                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4678                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4679                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4680                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4681                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4682                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4683                         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);
4684                 }
4685         }
4686         rsurface.vertex3f  = rsurface.modelvertex3f;
4687         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4688         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4689         rsurface.svector3f = rsurface.modelsvector3f;
4690         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4691         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4692         rsurface.tvector3f = rsurface.modeltvector3f;
4693         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4694         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4695         rsurface.normal3f  = rsurface.modelnormal3f;
4696         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4697         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4698         // if vertices are deformed (sprite flares and things in maps, possibly
4699         // water waves, bulges and other deformations), generate them into
4700         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4701         // (may be static model data or generated data for an animated model, or
4702         //  the previous deform pass)
4703         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4704         {
4705                 switch (deform->deform)
4706                 {
4707                 default:
4708                 case Q3DEFORM_PROJECTIONSHADOW:
4709                 case Q3DEFORM_TEXT0:
4710                 case Q3DEFORM_TEXT1:
4711                 case Q3DEFORM_TEXT2:
4712                 case Q3DEFORM_TEXT3:
4713                 case Q3DEFORM_TEXT4:
4714                 case Q3DEFORM_TEXT5:
4715                 case Q3DEFORM_TEXT6:
4716                 case Q3DEFORM_TEXT7:
4717                 case Q3DEFORM_NONE:
4718                         break;
4719                 case Q3DEFORM_AUTOSPRITE:
4720                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4721                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4722                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4723                         VectorNormalize(newforward);
4724                         VectorNormalize(newright);
4725                         VectorNormalize(newup);
4726                         // make deformed versions of only the model vertices used by the specified surfaces
4727                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4728                         {
4729                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4730                                 // a single autosprite surface can contain multiple sprites...
4731                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4732                                 {
4733                                         VectorClear(center);
4734                                         for (i = 0;i < 4;i++)
4735                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4736                                         VectorScale(center, 0.25f, center);
4737                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4738                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4739                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4740                                         for (i = 0;i < 4;i++)
4741                                         {
4742                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4743                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4744                                         }
4745                                 }
4746                                 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);
4747                                 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);
4748                         }
4749                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4750                         rsurface.vertex3f_bufferobject = 0;
4751                         rsurface.vertex3f_bufferoffset = 0;
4752                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4753                         rsurface.svector3f_bufferobject = 0;
4754                         rsurface.svector3f_bufferoffset = 0;
4755                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4756                         rsurface.tvector3f_bufferobject = 0;
4757                         rsurface.tvector3f_bufferoffset = 0;
4758                         rsurface.normal3f = rsurface.array_deformednormal3f;
4759                         rsurface.normal3f_bufferobject = 0;
4760                         rsurface.normal3f_bufferoffset = 0;
4761                         break;
4762                 case Q3DEFORM_AUTOSPRITE2:
4763                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4764                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4765                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4766                         VectorNormalize(newforward);
4767                         VectorNormalize(newright);
4768                         VectorNormalize(newup);
4769                         // make deformed versions of only the model vertices used by the specified surfaces
4770                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4771                         {
4772                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4773                                 const float *v1, *v2;
4774                                 vec3_t start, end;
4775                                 float f, l;
4776                                 struct
4777                                 {
4778                                         float length2;
4779                                         const float *v1;
4780                                         const float *v2;
4781                                 }
4782                                 shortest[2];
4783                                 memset(shortest, 0, sizeof(shortest));
4784                                 // a single autosprite surface can contain multiple sprites...
4785                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4786                                 {
4787                                         VectorClear(center);
4788                                         for (i = 0;i < 4;i++)
4789                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4790                                         VectorScale(center, 0.25f, center);
4791                                         // find the two shortest edges, then use them to define the
4792                                         // axis vectors for rotating around the central axis
4793                                         for (i = 0;i < 6;i++)
4794                                         {
4795                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4796                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4797 #if 0
4798                                                 Debug_PolygonBegin(NULL, 0);
4799                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4800                                                 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);
4801                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4802                                                 Debug_PolygonEnd();
4803 #endif
4804                                                 l = VectorDistance2(v1, v2);
4805                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4806                                                 if (v1[2] != v2[2])
4807                                                         l += (1.0f / 1024.0f);
4808                                                 if (shortest[0].length2 > l || i == 0)
4809                                                 {
4810                                                         shortest[1] = shortest[0];
4811                                                         shortest[0].length2 = l;
4812                                                         shortest[0].v1 = v1;
4813                                                         shortest[0].v2 = v2;
4814                                                 }
4815                                                 else if (shortest[1].length2 > l || i == 1)
4816                                                 {
4817                                                         shortest[1].length2 = l;
4818                                                         shortest[1].v1 = v1;
4819                                                         shortest[1].v2 = v2;
4820                                                 }
4821                                         }
4822                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4823                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4824 #if 0
4825                                         Debug_PolygonBegin(NULL, 0);
4826                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4827                                         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);
4828                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4829                                         Debug_PolygonEnd();
4830 #endif
4831                                         // this calculates the right vector from the shortest edge
4832                                         // and the up vector from the edge midpoints
4833                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4834                                         VectorNormalize(right);
4835                                         VectorSubtract(end, start, up);
4836                                         VectorNormalize(up);
4837                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4838                                         //VectorSubtract(rsurface.modelorg, center, forward);
4839                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4840                                         VectorNegate(forward, forward);
4841                                         VectorReflect(forward, 0, up, forward);
4842                                         VectorNormalize(forward);
4843                                         CrossProduct(up, forward, newright);
4844                                         VectorNormalize(newright);
4845 #if 0
4846                                         Debug_PolygonBegin(NULL, 0);
4847                                         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);
4848                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4849                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4850                                         Debug_PolygonEnd();
4851 #endif
4852 #if 0
4853                                         Debug_PolygonBegin(NULL, 0);
4854                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4855                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4856                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4857                                         Debug_PolygonEnd();
4858 #endif
4859                                         // rotate the quad around the up axis vector, this is made
4860                                         // especially easy by the fact we know the quad is flat,
4861                                         // so we only have to subtract the center position and
4862                                         // measure distance along the right vector, and then
4863                                         // multiply that by the newright vector and add back the
4864                                         // center position
4865                                         // we also need to subtract the old position to undo the
4866                                         // displacement from the center, which we do with a
4867                                         // DotProduct, the subtraction/addition of center is also
4868                                         // optimized into DotProducts here
4869                                         l = DotProduct(right, center);
4870                                         for (i = 0;i < 4;i++)
4871                                         {
4872                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4873                                                 f = DotProduct(right, v1) - l;
4874                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4875                                         }
4876                                 }
4877                                 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);
4878                                 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);
4879                         }
4880                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4881                         rsurface.vertex3f_bufferobject = 0;
4882                         rsurface.vertex3f_bufferoffset = 0;
4883                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4884                         rsurface.svector3f_bufferobject = 0;
4885                         rsurface.svector3f_bufferoffset = 0;
4886                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4887                         rsurface.tvector3f_bufferobject = 0;
4888                         rsurface.tvector3f_bufferoffset = 0;
4889                         rsurface.normal3f = rsurface.array_deformednormal3f;
4890                         rsurface.normal3f_bufferobject = 0;
4891                         rsurface.normal3f_bufferoffset = 0;
4892                         break;
4893                 case Q3DEFORM_NORMAL:
4894                         // deform the normals to make reflections wavey
4895                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4896                         {
4897                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4898                                 for (j = 0;j < surface->num_vertices;j++)
4899                                 {
4900                                         float vertex[3];
4901                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4902                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4903                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4904                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4905                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4906                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4907                                         VectorNormalize(normal);
4908                                 }
4909                                 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);
4910                         }
4911                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4912                         rsurface.svector3f_bufferobject = 0;
4913                         rsurface.svector3f_bufferoffset = 0;
4914                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4915                         rsurface.tvector3f_bufferobject = 0;
4916                         rsurface.tvector3f_bufferoffset = 0;
4917                         rsurface.normal3f = rsurface.array_deformednormal3f;
4918                         rsurface.normal3f_bufferobject = 0;
4919                         rsurface.normal3f_bufferoffset = 0;
4920                         break;
4921                 case Q3DEFORM_WAVE:
4922                         // deform vertex array to make wavey water and flags and such
4923                         waveparms[0] = deform->waveparms[0];
4924                         waveparms[1] = deform->waveparms[1];
4925                         waveparms[2] = deform->waveparms[2];
4926                         waveparms[3] = deform->waveparms[3];
4927                         // this is how a divisor of vertex influence on deformation
4928                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4929                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4930                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4931                         {
4932                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4933                                 for (j = 0;j < surface->num_vertices;j++)
4934                                 {
4935                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4936                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4937                                         // if the wavefunc depends on time, evaluate it per-vertex
4938                                         if (waveparms[3])
4939                                         {
4940                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4941                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4942                                         }
4943                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4944                                 }
4945                         }
4946                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4947                         rsurface.vertex3f_bufferobject = 0;
4948                         rsurface.vertex3f_bufferoffset = 0;
4949                         break;
4950                 case Q3DEFORM_BULGE:
4951                         // deform vertex array to make the surface have moving bulges
4952                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4953                         {
4954                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4955                                 for (j = 0;j < surface->num_vertices;j++)
4956                                 {
4957                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4958                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4959                                 }
4960                         }
4961                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4962                         rsurface.vertex3f_bufferobject = 0;
4963                         rsurface.vertex3f_bufferoffset = 0;
4964                         break;
4965                 case Q3DEFORM_MOVE:
4966                         // deform vertex array
4967                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4968                         VectorScale(deform->parms, scale, waveparms);
4969                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4970                         {
4971                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4972                                 for (j = 0;j < surface->num_vertices;j++)
4973                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4974                         }
4975                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4976                         rsurface.vertex3f_bufferobject = 0;
4977                         rsurface.vertex3f_bufferoffset = 0;
4978                         break;
4979                 }
4980         }
4981         // generate texcoords based on the chosen texcoord source
4982         switch(rsurface.texture->tcgen.tcgen)
4983         {
4984         default:
4985         case Q3TCGEN_TEXTURE:
4986                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4987                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4988                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4989                 break;
4990         case Q3TCGEN_LIGHTMAP:
4991                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4992                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4993                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4994                 break;
4995         case Q3TCGEN_VECTOR:
4996                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4997                 {
4998                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4999                         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)
5000                         {
5001                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5002                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5003                         }
5004                 }
5005                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5006                 rsurface.texcoordtexture2f_bufferobject  = 0;
5007                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5008                 break;
5009         case Q3TCGEN_ENVIRONMENT:
5010                 // make environment reflections using a spheremap
5011                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5012                 {
5013                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5014                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5015                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5016                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5017                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5018                         {
5019                                 float l, d, eyedir[3];
5020                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5021                                 l = 0.5f / VectorLength(eyedir);
5022                                 d = DotProduct(normal, eyedir)*2;
5023                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5024                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5025                         }
5026                 }
5027                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5028                 rsurface.texcoordtexture2f_bufferobject  = 0;
5029                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5030                 break;
5031         }
5032         // the only tcmod that needs software vertex processing is turbulent, so
5033         // check for it here and apply the changes if needed
5034         // and we only support that as the first one
5035         // (handling a mixture of turbulent and other tcmods would be problematic
5036         //  without punting it entirely to a software path)
5037         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5038         {
5039                 amplitude = rsurface.texture->tcmods[0].parms[1];
5040                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5041                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5042                 {
5043                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5044                         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)
5045                         {
5046                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5047                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5048                         }
5049                 }
5050                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5051                 rsurface.texcoordtexture2f_bufferobject  = 0;
5052                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5053         }
5054         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5055         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5056         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5057         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5058 }
5059
5060 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5061 {
5062         int i, j;
5063         const msurface_t *surface = texturesurfacelist[0];
5064         const msurface_t *surface2;
5065         int firstvertex;
5066         int endvertex;
5067         int numvertices;
5068         int numtriangles;
5069         // TODO: lock all array ranges before render, rather than on each surface
5070         if (texturenumsurfaces == 1)
5071         {
5072                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5073                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5074         }
5075         else if (r_batchmode.integer == 2)
5076         {
5077                 #define MAXBATCHTRIANGLES 4096
5078                 int batchtriangles = 0;
5079                 int batchelements[MAXBATCHTRIANGLES*3];
5080                 for (i = 0;i < texturenumsurfaces;i = j)
5081                 {
5082                         surface = texturesurfacelist[i];
5083                         j = i + 1;
5084                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5085                         {
5086                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5087                                 continue;
5088                         }
5089                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5090                         batchtriangles = surface->num_triangles;
5091                         firstvertex = surface->num_firstvertex;
5092                         endvertex = surface->num_firstvertex + surface->num_vertices;
5093                         for (;j < texturenumsurfaces;j++)
5094                         {
5095                                 surface2 = texturesurfacelist[j];
5096                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5097                                         break;
5098                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5099                                 batchtriangles += surface2->num_triangles;
5100                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5101                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5102                         }
5103                         surface2 = texturesurfacelist[j-1];
5104                         numvertices = endvertex - firstvertex;
5105                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5106                 }
5107         }
5108         else if (r_batchmode.integer == 1)
5109         {
5110                 for (i = 0;i < texturenumsurfaces;i = j)
5111                 {
5112                         surface = texturesurfacelist[i];
5113                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5114                                 if (texturesurfacelist[j] != surface2)
5115                                         break;
5116                         surface2 = texturesurfacelist[j-1];
5117                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5118                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5119                         GL_LockArrays(surface->num_firstvertex, numvertices);
5120                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5121                 }
5122         }
5123         else
5124         {
5125                 for (i = 0;i < texturenumsurfaces;i++)
5126                 {
5127                         surface = texturesurfacelist[i];
5128                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5129                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5130                 }
5131         }
5132 }
5133
5134 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5135 {
5136         int i, planeindex, vertexindex;
5137         float d, bestd;
5138         vec3_t vert;
5139         const float *v;
5140         r_waterstate_waterplane_t *p, *bestp;
5141         msurface_t *surface;
5142         if (r_waterstate.renderingscene)
5143                 return;
5144         for (i = 0;i < texturenumsurfaces;i++)
5145         {
5146                 surface = texturesurfacelist[i];
5147                 if (lightmaptexunit >= 0)
5148                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5149                 if (deluxemaptexunit >= 0)
5150                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5151                 // pick the closest matching water plane
5152                 bestd = 0;
5153                 bestp = NULL;
5154                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5155                 {
5156                         d = 0;
5157                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5158                         {
5159                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5160                                 d += fabs(PlaneDiff(vert, &p->plane));
5161                         }
5162                         if (bestd > d || !bestp)
5163                         {
5164                                 bestd = d;
5165                                 bestp = p;
5166                         }
5167                 }
5168                 if (bestp)
5169                 {
5170                         if (refractiontexunit >= 0)
5171                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5172                         if (reflectiontexunit >= 0)
5173                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5174                 }
5175                 else
5176                 {
5177                         if (refractiontexunit >= 0)
5178                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5179                         if (reflectiontexunit >= 0)
5180                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5181                 }
5182                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5183                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5184         }
5185 }
5186
5187 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5188 {
5189         int i;
5190         int j;
5191         const msurface_t *surface = texturesurfacelist[0];
5192         const msurface_t *surface2;
5193         int firstvertex;
5194         int endvertex;
5195         int numvertices;
5196         int numtriangles;
5197         // TODO: lock all array ranges before render, rather than on each surface
5198         if (texturenumsurfaces == 1)
5199         {
5200                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5201                 if (deluxemaptexunit >= 0)
5202                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5203                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5204                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5205         }
5206         else if (r_batchmode.integer == 2)
5207         {
5208                 #define MAXBATCHTRIANGLES 4096
5209                 int batchtriangles = 0;
5210                 int batchelements[MAXBATCHTRIANGLES*3];
5211                 for (i = 0;i < texturenumsurfaces;i = j)
5212                 {
5213                         surface = texturesurfacelist[i];
5214                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5215                         if (deluxemaptexunit >= 0)
5216                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5217                         j = i + 1;
5218                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5219                         {
5220                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5221                                 continue;
5222                         }
5223                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5224                         batchtriangles = surface->num_triangles;
5225                         firstvertex = surface->num_firstvertex;
5226                         endvertex = surface->num_firstvertex + surface->num_vertices;
5227                         for (;j < texturenumsurfaces;j++)
5228                         {
5229                                 surface2 = texturesurfacelist[j];
5230                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5231                                         break;
5232                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5233                                 batchtriangles += surface2->num_triangles;
5234                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5235                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5236                         }
5237                         surface2 = texturesurfacelist[j-1];
5238                         numvertices = endvertex - firstvertex;
5239                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5240                 }
5241         }
5242         else if (r_batchmode.integer == 1)
5243         {
5244 #if 0
5245                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5246                 for (i = 0;i < texturenumsurfaces;i = j)
5247                 {
5248                         surface = texturesurfacelist[i];
5249                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5250                                 if (texturesurfacelist[j] != surface2)
5251                                         break;
5252                         Con_Printf(" %i", j - i);
5253                 }
5254                 Con_Printf("\n");
5255                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5256 #endif
5257                 for (i = 0;i < texturenumsurfaces;i = j)
5258                 {
5259                         surface = texturesurfacelist[i];
5260                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5261                         if (deluxemaptexunit >= 0)
5262                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5263                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5264                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5265                                         break;
5266 #if 0
5267                         Con_Printf(" %i", j - i);
5268 #endif
5269                         surface2 = texturesurfacelist[j-1];
5270                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5271                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5272                         GL_LockArrays(surface->num_firstvertex, numvertices);
5273                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5274                 }
5275 #if 0
5276                 Con_Printf("\n");
5277 #endif
5278         }
5279         else
5280         {
5281                 for (i = 0;i < texturenumsurfaces;i++)
5282                 {
5283                         surface = texturesurfacelist[i];
5284                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5285                         if (deluxemaptexunit >= 0)
5286                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5287                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5288                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5289                 }
5290         }
5291 }
5292
5293 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5294 {
5295         int j;
5296         int texturesurfaceindex;
5297         if (r_showsurfaces.integer == 2)
5298         {
5299                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5300                 {
5301                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5302                         for (j = 0;j < surface->num_triangles;j++)
5303                         {
5304                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5305                                 GL_Color(f, f, f, 1);
5306                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5307                         }
5308                 }
5309         }
5310         else
5311         {
5312                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5313                 {
5314                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5315                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5316                         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);
5317                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5318                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5319                 }
5320         }
5321 }
5322
5323 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5324 {
5325         int texturesurfaceindex;
5326         int i;
5327         float f;
5328         float *v, *c, *c2;
5329         if (rsurface.lightmapcolor4f)
5330         {
5331                 // generate color arrays for the surfaces in this list
5332                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5333                 {
5334                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5335                         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)
5336                         {
5337                                 f = FogPoint_Model(v);
5338                                 c2[0] = c[0] * f;
5339                                 c2[1] = c[1] * f;
5340                                 c2[2] = c[2] * f;
5341                                 c2[3] = c[3];
5342                         }
5343                 }
5344         }
5345         else
5346         {
5347                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5348                 {
5349                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5350                         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)
5351                         {
5352                                 f = FogPoint_Model(v);
5353                                 c2[0] = f;
5354                                 c2[1] = f;
5355                                 c2[2] = f;
5356                                 c2[3] = 1;
5357                         }
5358                 }
5359         }
5360         rsurface.lightmapcolor4f = rsurface.array_color4f;
5361         rsurface.lightmapcolor4f_bufferobject = 0;
5362         rsurface.lightmapcolor4f_bufferoffset = 0;
5363 }
5364
5365 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5366 {
5367         int texturesurfaceindex;
5368         int i;
5369         float *c, *c2;
5370         if (!rsurface.lightmapcolor4f)
5371                 return;
5372         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5373         {
5374                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5375                 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)
5376                 {
5377                         c2[0] = c[0] * r;
5378                         c2[1] = c[1] * g;
5379                         c2[2] = c[2] * b;
5380                         c2[3] = c[3] * a;
5381                 }
5382         }
5383         rsurface.lightmapcolor4f = rsurface.array_color4f;
5384         rsurface.lightmapcolor4f_bufferobject = 0;
5385         rsurface.lightmapcolor4f_bufferoffset = 0;
5386 }
5387
5388 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5389 {
5390         // TODO: optimize
5391         rsurface.lightmapcolor4f = NULL;
5392         rsurface.lightmapcolor4f_bufferobject = 0;
5393         rsurface.lightmapcolor4f_bufferoffset = 0;
5394         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5395         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5396         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5397         GL_Color(r, g, b, a);
5398         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5399 }
5400
5401 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5402 {
5403         // TODO: optimize applyfog && applycolor case
5404         // just apply fog if necessary, and tint the fog color array if necessary
5405         rsurface.lightmapcolor4f = NULL;
5406         rsurface.lightmapcolor4f_bufferobject = 0;
5407         rsurface.lightmapcolor4f_bufferoffset = 0;
5408         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5409         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5410         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5411         GL_Color(r, g, b, a);
5412         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5413 }
5414
5415 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5416 {
5417         int texturesurfaceindex;
5418         int i;
5419         float *c;
5420         // TODO: optimize
5421         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5422         {
5423                 // generate color arrays for the surfaces in this list
5424                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5425                 {
5426                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5427                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5428                         {
5429                                 if (surface->lightmapinfo->samples)
5430                                 {
5431                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5432                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5433                                         VectorScale(lm, scale, c);
5434                                         if (surface->lightmapinfo->styles[1] != 255)
5435                                         {
5436                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5437                                                 lm += size3;
5438                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5439                                                 VectorMA(c, scale, lm, c);
5440                                                 if (surface->lightmapinfo->styles[2] != 255)
5441                                                 {
5442                                                         lm += size3;
5443                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5444                                                         VectorMA(c, scale, lm, c);
5445                                                         if (surface->lightmapinfo->styles[3] != 255)
5446                                                         {
5447                                                                 lm += size3;
5448                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5449                                                                 VectorMA(c, scale, lm, c);
5450                                                         }
5451                                                 }
5452                                         }
5453                                 }
5454                                 else
5455                                         VectorClear(c);
5456                                 c[3] = 1;
5457                         }
5458                 }
5459                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5460                 rsurface.lightmapcolor4f_bufferobject = 0;
5461                 rsurface.lightmapcolor4f_bufferoffset = 0;
5462         }
5463         else
5464         {
5465                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5466                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5467                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5468         }
5469         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5470         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5471         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5472         GL_Color(r, g, b, a);
5473         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5474 }
5475
5476 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5477 {
5478         int texturesurfaceindex;
5479         int i;
5480         float f;
5481         float *v, *c, *c2;
5482         vec3_t ambientcolor;
5483         vec3_t diffusecolor;
5484         vec3_t lightdir;
5485         // TODO: optimize
5486         // model lighting
5487         VectorCopy(rsurface.modellight_lightdir, lightdir);
5488         f = 0.5f * r_refdef.lightmapintensity;
5489         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5490         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5491         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5492         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5493         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5494         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5495         if (VectorLength2(diffusecolor) > 0)
5496         {
5497                 // generate color arrays for the surfaces in this list
5498                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5499                 {
5500                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5501                         int numverts = surface->num_vertices;
5502                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5503                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5504                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5505                         // q3-style directional shading
5506                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5507                         {
5508                                 if ((f = DotProduct(c2, lightdir)) > 0)
5509                                         VectorMA(ambientcolor, f, diffusecolor, c);
5510                                 else
5511                                         VectorCopy(ambientcolor, c);
5512                                 c[3] = a;
5513                         }
5514                 }
5515                 r = 1;
5516                 g = 1;
5517                 b = 1;
5518                 a = 1;
5519                 applycolor = false;
5520                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5521                 rsurface.lightmapcolor4f_bufferobject = 0;
5522                 rsurface.lightmapcolor4f_bufferoffset = 0;
5523         }
5524         else
5525         {
5526                 r = ambientcolor[0];
5527                 g = ambientcolor[1];
5528                 b = ambientcolor[2];
5529                 rsurface.lightmapcolor4f = NULL;
5530                 rsurface.lightmapcolor4f_bufferobject = 0;
5531                 rsurface.lightmapcolor4f_bufferoffset = 0;
5532         }
5533         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5534         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5535         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5536         GL_Color(r, g, b, a);
5537         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5538 }
5539
5540 void RSurf_SetupDepthAndCulling(void)
5541 {
5542         // submodels are biased to avoid z-fighting with world surfaces that they
5543         // may be exactly overlapping (avoids z-fighting artifacts on certain
5544         // doors and things in Quake maps)
5545         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5546         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5547         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5548         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5549 }
5550
5551 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5552 {
5553         RSurf_SetupDepthAndCulling();
5554         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5555         {
5556                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5557                 GL_DepthMask(true);
5558                 GL_BlendFunc(GL_ONE, GL_ZERO);
5559                 R_Mesh_ColorPointer(NULL, 0, 0);
5560                 R_Mesh_ResetTextureState();
5561         }
5562         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5563         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5564 }
5565
5566 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5567 {
5568         // transparent sky would be ridiculous
5569         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5570                 return;
5571         if (rsurface.mode != RSURFMODE_SKY)
5572         {
5573                 if (rsurface.mode == RSURFMODE_GLSL)
5574                 {
5575                         qglUseProgramObjectARB(0);CHECKGLERROR
5576                 }
5577                 rsurface.mode = RSURFMODE_SKY;
5578         }
5579         if (skyrendernow)
5580         {
5581                 skyrendernow = false;
5582                 // we have to force off the water clipping plane while rendering sky
5583                 R_SetupView(false);
5584                 R_Sky();
5585                 R_SetupView(true);
5586                 // restore entity matrix
5587                 R_Mesh_Matrix(&rsurface.matrix);
5588         }
5589         RSurf_SetupDepthAndCulling();
5590         GL_DepthMask(true);
5591         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5592         // skymasking on them, and Quake3 never did sky masking (unlike
5593         // software Quake and software Quake2), so disable the sky masking
5594         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5595         // and skymasking also looks very bad when noclipping outside the
5596         // level, so don't use it then either.
5597         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5598         {
5599                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5600                 R_Mesh_ColorPointer(NULL, 0, 0);
5601                 R_Mesh_ResetTextureState();
5602                 if (skyrendermasked)
5603                 {
5604                         // depth-only (masking)
5605                         GL_ColorMask(0,0,0,0);
5606                         // just to make sure that braindead drivers don't draw
5607                         // anything despite that colormask...
5608                         GL_BlendFunc(GL_ZERO, GL_ONE);
5609                 }
5610                 else
5611                 {
5612                         // fog sky
5613                         GL_BlendFunc(GL_ONE, GL_ZERO);
5614                 }
5615                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5616                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5617                 if (skyrendermasked)
5618                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5619         }
5620 }
5621
5622 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5623 {
5624         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5625                 return;
5626
5627         if (rsurface.mode != RSURFMODE_GLSL)
5628         {
5629                 rsurface.mode = RSURFMODE_GLSL;
5630                 R_Mesh_ResetTextureState();
5631                 GL_Color(1, 1, 1, 1);
5632         }
5633
5634         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5635         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5636         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5637         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5638         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5639         if (rsurface.texture->backgroundcurrentskinframe)
5640         {
5641                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5642                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5643                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5644                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5645         }
5646         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5647         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5648         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5649         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5650                 R_Mesh_ColorPointer(NULL, 0, 0);
5651         else
5652                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5653
5654         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5655         {
5656                 // render background
5657                 GL_BlendFunc(GL_ONE, GL_ZERO);
5658                 GL_DepthMask(true);
5659                 GL_AlphaTest(false);
5660
5661                 GL_Color(1, 1, 1, 1);
5662                 R_Mesh_ColorPointer(NULL, 0, 0);
5663
5664                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5665                 if (r_glsl_permutation)
5666                 {
5667                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5668                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5669                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5670                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5671                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5672                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5673                         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);
5674                 }
5675
5676                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5677                 GL_DepthMask(false);
5678                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5679                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5680                         R_Mesh_ColorPointer(NULL, 0, 0);
5681                 else
5682                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5683                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5684                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5685         }
5686
5687         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5688         if (!r_glsl_permutation)
5689                 return;
5690
5691         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5692         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5693         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5694         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5695         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5696         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5697
5698         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5699         {
5700                 GL_BlendFunc(GL_ONE, GL_ZERO);
5701                 GL_DepthMask(true);
5702                 GL_AlphaTest(false);
5703         }
5704
5705         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5706         {
5707                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5708                         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);
5709                 else
5710                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5711         }
5712         else
5713         {
5714                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5715                         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);
5716                 else
5717                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5718         }
5719 }
5720
5721 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5722 {
5723         // OpenGL 1.3 path - anything not completely ancient
5724         int texturesurfaceindex;
5725         qboolean applycolor;
5726         qboolean applyfog;
5727         rmeshstate_t m;
5728         int layerindex;
5729         const texturelayer_t *layer;
5730         if (rsurface.mode != RSURFMODE_MULTIPASS)
5731                 rsurface.mode = RSURFMODE_MULTIPASS;
5732         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5733
5734         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5735         {
5736                 vec4_t layercolor;
5737                 int layertexrgbscale;
5738                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5739                 {
5740                         if (layerindex == 0)
5741                                 GL_AlphaTest(true);
5742                         else
5743                         {
5744                                 GL_AlphaTest(false);
5745                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5746                         }
5747                 }
5748                 GL_DepthMask(layer->depthmask);
5749                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5750                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5751                 {
5752                         layertexrgbscale = 4;
5753                         VectorScale(layer->color, 0.25f, layercolor);
5754                 }
5755                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5756                 {
5757                         layertexrgbscale = 2;
5758                         VectorScale(layer->color, 0.5f, layercolor);
5759                 }
5760                 else
5761                 {
5762                         layertexrgbscale = 1;
5763                         VectorScale(layer->color, 1.0f, layercolor);
5764                 }
5765                 layercolor[3] = layer->color[3];
5766                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5767                 R_Mesh_ColorPointer(NULL, 0, 0);
5768                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5769                 switch (layer->type)
5770                 {
5771                 case TEXTURELAYERTYPE_LITTEXTURE:
5772                         memset(&m, 0, sizeof(m));
5773                         m.tex[0] = R_GetTexture(r_texture_white);
5774                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5775                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5776                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5777                         m.tex[1] = R_GetTexture(layer->texture);
5778                         m.texmatrix[1] = layer->texmatrix;
5779                         m.texrgbscale[1] = layertexrgbscale;
5780                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5781                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5782                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5783                         R_Mesh_TextureState(&m);
5784                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5785                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5786                         else if (rsurface.uselightmaptexture)
5787                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5788                         else
5789                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5790                         break;
5791                 case TEXTURELAYERTYPE_TEXTURE:
5792                         memset(&m, 0, sizeof(m));
5793                         m.tex[0] = R_GetTexture(layer->texture);
5794                         m.texmatrix[0] = layer->texmatrix;
5795                         m.texrgbscale[0] = layertexrgbscale;
5796                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5797                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5798                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5799                         R_Mesh_TextureState(&m);
5800                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5801                         break;
5802                 case TEXTURELAYERTYPE_FOG:
5803                         memset(&m, 0, sizeof(m));
5804                         m.texrgbscale[0] = layertexrgbscale;
5805                         if (layer->texture)
5806                         {
5807                                 m.tex[0] = R_GetTexture(layer->texture);
5808                                 m.texmatrix[0] = layer->texmatrix;
5809                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5810                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5811                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5812                         }
5813                         R_Mesh_TextureState(&m);
5814                         // generate a color array for the fog pass
5815                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5816                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5817                         {
5818                                 int i;
5819                                 float f, *v, *c;
5820                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5821                                 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)
5822                                 {
5823                                         f = 1 - FogPoint_Model(v);
5824                                         c[0] = layercolor[0];
5825                                         c[1] = layercolor[1];
5826                                         c[2] = layercolor[2];
5827                                         c[3] = f * layercolor[3];
5828                                 }
5829                         }
5830                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5831                         break;
5832                 default:
5833                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5834                 }
5835                 GL_LockArrays(0, 0);
5836         }
5837         CHECKGLERROR
5838         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5839         {
5840                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5841                 GL_AlphaTest(false);
5842         }
5843 }
5844
5845 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5846 {
5847         // OpenGL 1.1 - crusty old voodoo path
5848         int texturesurfaceindex;
5849         qboolean applyfog;
5850         rmeshstate_t m;
5851         int layerindex;
5852         const texturelayer_t *layer;
5853         if (rsurface.mode != RSURFMODE_MULTIPASS)
5854                 rsurface.mode = RSURFMODE_MULTIPASS;
5855         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5856
5857         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5858         {
5859                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5860                 {
5861                         if (layerindex == 0)
5862                                 GL_AlphaTest(true);
5863                         else
5864                         {
5865                                 GL_AlphaTest(false);
5866                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5867                         }
5868                 }
5869                 GL_DepthMask(layer->depthmask);
5870                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5871                 R_Mesh_ColorPointer(NULL, 0, 0);
5872                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5873                 switch (layer->type)
5874                 {
5875                 case TEXTURELAYERTYPE_LITTEXTURE:
5876                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5877                         {
5878                                 // two-pass lit texture with 2x rgbscale
5879                                 // first the lightmap pass
5880                                 memset(&m, 0, sizeof(m));
5881                                 m.tex[0] = R_GetTexture(r_texture_white);
5882                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5883                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5884                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5885                                 R_Mesh_TextureState(&m);
5886                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5887                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5888                                 else if (rsurface.uselightmaptexture)
5889                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5890                                 else
5891                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5892                                 GL_LockArrays(0, 0);
5893                                 // then apply the texture to it
5894                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5895                                 memset(&m, 0, sizeof(m));
5896                                 m.tex[0] = R_GetTexture(layer->texture);
5897                                 m.texmatrix[0] = layer->texmatrix;
5898                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5899                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5900                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5901                                 R_Mesh_TextureState(&m);
5902                                 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);
5903                         }
5904                         else
5905                         {
5906                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5907                                 memset(&m, 0, sizeof(m));
5908                                 m.tex[0] = R_GetTexture(layer->texture);
5909                                 m.texmatrix[0] = layer->texmatrix;
5910                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5911                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5912                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5913                                 R_Mesh_TextureState(&m);
5914                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5915                                         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);
5916                                 else
5917                                         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);
5918                         }
5919                         break;
5920                 case TEXTURELAYERTYPE_TEXTURE:
5921                         // singletexture unlit texture with transparency support
5922                         memset(&m, 0, sizeof(m));
5923                         m.tex[0] = R_GetTexture(layer->texture);
5924                         m.texmatrix[0] = layer->texmatrix;
5925                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5926                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5927                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5928                         R_Mesh_TextureState(&m);
5929                         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);
5930                         break;
5931                 case TEXTURELAYERTYPE_FOG:
5932                         // singletexture fogging
5933                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5934                         if (layer->texture)
5935                         {
5936                                 memset(&m, 0, sizeof(m));
5937                                 m.tex[0] = R_GetTexture(layer->texture);
5938                                 m.texmatrix[0] = layer->texmatrix;
5939                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5940                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5941                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5942                                 R_Mesh_TextureState(&m);
5943                         }
5944                         else
5945                                 R_Mesh_ResetTextureState();
5946                         // generate a color array for the fog pass
5947                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5948                         {
5949                                 int i;
5950                                 float f, *v, *c;
5951                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5952                                 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)
5953                                 {
5954                                         f = 1 - FogPoint_Model(v);
5955                                         c[0] = layer->color[0];
5956                                         c[1] = layer->color[1];
5957                                         c[2] = layer->color[2];
5958                                         c[3] = f * layer->color[3];
5959                                 }
5960                         }
5961                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5962                         break;
5963                 default:
5964                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5965                 }
5966                 GL_LockArrays(0, 0);
5967         }
5968         CHECKGLERROR
5969         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5970         {
5971                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5972                 GL_AlphaTest(false);
5973         }
5974 }
5975
5976 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5977 {
5978         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5979                 return;
5980         rsurface.rtlight = NULL;
5981         CHECKGLERROR
5982         if (depthonly)
5983         {
5984                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5985                         return;
5986                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5987                         return;
5988                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5989                         rsurface.mode = RSURFMODE_MULTIPASS;
5990                 if (r_depthfirst.integer == 3)
5991                 {
5992                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5993                         if (!r_refdef.view.showdebug)
5994                                 GL_Color(0, 0, 0, 1);
5995                         else
5996                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5997                 }
5998                 else
5999                 {
6000                         GL_ColorMask(0,0,0,0);
6001                         GL_Color(1,1,1,1);
6002                 }
6003                 RSurf_SetupDepthAndCulling();
6004                 GL_DepthTest(true);
6005                 GL_BlendFunc(GL_ONE, GL_ZERO);
6006                 GL_DepthMask(true);
6007                 GL_AlphaTest(false);
6008                 R_Mesh_ColorPointer(NULL, 0, 0);
6009                 R_Mesh_ResetTextureState();
6010                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6011                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6012                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6013         }
6014         else if (r_depthfirst.integer == 3)
6015                 return;
6016         else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
6017         {
6018                 GL_Color(0, 0, 0, 1);
6019                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6020         }
6021         else if (r_showsurfaces.integer)
6022         {
6023                 if (rsurface.mode != RSURFMODE_MULTIPASS)
6024                         rsurface.mode = RSURFMODE_MULTIPASS;
6025                 RSurf_SetupDepthAndCulling();
6026                 GL_DepthTest(true);
6027                 GL_BlendFunc(GL_ONE, GL_ZERO);
6028                 GL_DepthMask(writedepth);
6029                 GL_Color(1,1,1,1);
6030                 GL_AlphaTest(false);
6031                 R_Mesh_ColorPointer(NULL, 0, 0);
6032                 R_Mesh_ResetTextureState();
6033                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6034                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6035         }
6036         else if (gl_lightmaps.integer)
6037         {
6038                 rmeshstate_t m;
6039                 if (rsurface.mode != RSURFMODE_MULTIPASS)
6040                         rsurface.mode = RSURFMODE_MULTIPASS;
6041                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6042                 GL_DepthTest(true);
6043                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6044                 GL_BlendFunc(GL_ONE, GL_ZERO);
6045                 GL_DepthMask(writedepth);
6046                 GL_Color(1,1,1,1);
6047                 GL_AlphaTest(false);
6048                 R_Mesh_ColorPointer(NULL, 0, 0);
6049                 memset(&m, 0, sizeof(m));
6050                 m.tex[0] = R_GetTexture(r_texture_white);
6051                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6052                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6053                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6054                 R_Mesh_TextureState(&m);
6055                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6056                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6057                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6058                 else if (rsurface.uselightmaptexture)
6059                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6060                 else
6061                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6062         }
6063         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6064                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6065         else if (rsurface.texture->currentnumlayers)
6066         {
6067                 // write depth for anything we skipped on the depth-only pass earlier
6068                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6069                         writedepth = true;
6070                 RSurf_SetupDepthAndCulling();
6071                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6072                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6073                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6074                 if (r_glsl.integer && gl_support_fragment_shader)
6075                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6076                 else if (gl_combine.integer && r_textureunits.integer >= 2)
6077                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6078                 else
6079                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6080         }
6081         CHECKGLERROR
6082         GL_LockArrays(0, 0);
6083 }
6084
6085 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6086 {
6087         int i, j;
6088         int texturenumsurfaces, endsurface;
6089         texture_t *texture;
6090         msurface_t *surface;
6091         msurface_t *texturesurfacelist[1024];
6092
6093         // if the model is static it doesn't matter what value we give for
6094         // wantnormals and wanttangents, so this logic uses only rules applicable
6095         // to a model, knowing that they are meaningless otherwise
6096         if (ent == r_refdef.scene.worldentity)
6097                 RSurf_ActiveWorldEntity();
6098         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6099                 RSurf_ActiveModelEntity(ent, false, false);
6100         else
6101                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6102
6103         for (i = 0;i < numsurfaces;i = j)
6104         {
6105                 j = i + 1;
6106                 surface = rsurface.modelsurfaces + surfacelist[i];
6107                 texture = surface->texture;
6108                 R_UpdateTextureInfo(ent, texture);
6109                 rsurface.texture = texture->currentframe;
6110                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6111                 // scan ahead until we find a different texture
6112                 endsurface = min(i + 1024, numsurfaces);
6113                 texturenumsurfaces = 0;
6114                 texturesurfacelist[texturenumsurfaces++] = surface;
6115                 for (;j < endsurface;j++)
6116                 {
6117                         surface = rsurface.modelsurfaces + surfacelist[j];
6118                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6119                                 break;
6120                         texturesurfacelist[texturenumsurfaces++] = surface;
6121                 }
6122                 // render the range of surfaces
6123                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6124         }
6125
6126         RSurf_CleanUp();
6127 }
6128
6129 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6130 {
6131         int i, j;
6132         vec3_t tempcenter, center;
6133         texture_t *texture;
6134         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6135         if (addwaterplanes)
6136         {
6137                 for (i = 0;i < numsurfaces;i++)
6138                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6139                                 R_Water_AddWaterPlane(surfacelist[i]);
6140                 return;
6141         }
6142         // break the surface list down into batches by texture and use of lightmapping
6143         for (i = 0;i < numsurfaces;i = j)
6144         {
6145                 j = i + 1;
6146                 // texture is the base texture pointer, rsurface.texture is the
6147                 // current frame/skin the texture is directing us to use (for example
6148                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6149                 // use skin 1 instead)
6150                 texture = surfacelist[i]->texture;
6151                 rsurface.texture = texture->currentframe;
6152                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6153                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6154                 {
6155                         // if this texture is not the kind we want, skip ahead to the next one
6156                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6157                                 ;
6158                         continue;
6159                 }
6160                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6161                 {
6162                         // transparent surfaces get pushed off into the transparent queue
6163                         const msurface_t *surface = surfacelist[i];
6164                         if (depthonly)
6165                                 continue;
6166                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6167                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6168                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6169                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6170                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6171                 }
6172                 else
6173                 {
6174                         // simply scan ahead until we find a different texture or lightmap state
6175                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6176                                 ;
6177                         // render the range of surfaces
6178                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6179                 }
6180         }
6181 }
6182
6183 float locboxvertex3f[6*4*3] =
6184 {
6185         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6186         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6187         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6188         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6189         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6190         1,0,0, 0,0,0, 0,1,0, 1,1,0
6191 };
6192
6193 int locboxelement3i[6*2*3] =
6194 {
6195          0, 1, 2, 0, 2, 3,
6196          4, 5, 6, 4, 6, 7,
6197          8, 9,10, 8,10,11,
6198         12,13,14, 12,14,15,
6199         16,17,18, 16,18,19,
6200         20,21,22, 20,22,23
6201 };
6202
6203 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6204 {
6205         int i, j;
6206         cl_locnode_t *loc = (cl_locnode_t *)ent;
6207         vec3_t mins, size;
6208         float vertex3f[6*4*3];
6209         CHECKGLERROR
6210         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6211         GL_DepthMask(false);
6212         GL_DepthRange(0, 1);
6213         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6214         GL_DepthTest(true);
6215         GL_CullFace(GL_NONE);
6216         R_Mesh_Matrix(&identitymatrix);
6217
6218         R_Mesh_VertexPointer(vertex3f, 0, 0);
6219         R_Mesh_ColorPointer(NULL, 0, 0);
6220         R_Mesh_ResetTextureState();
6221
6222         i = surfacelist[0];
6223         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6224                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6225                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6226                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6227
6228         if (VectorCompare(loc->mins, loc->maxs))
6229         {
6230                 VectorSet(size, 2, 2, 2);
6231                 VectorMA(loc->mins, -0.5f, size, mins);
6232         }
6233         else
6234         {
6235                 VectorCopy(loc->mins, mins);
6236                 VectorSubtract(loc->maxs, loc->mins, size);
6237         }
6238
6239         for (i = 0;i < 6*4*3;)
6240                 for (j = 0;j < 3;j++, i++)
6241                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6242
6243         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6244 }
6245
6246 void R_DrawLocs(void)
6247 {
6248         int index;
6249         cl_locnode_t *loc, *nearestloc;
6250         vec3_t center;
6251         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6252         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6253         {
6254                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6255                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6256         }
6257 }
6258
6259 void R_DrawDebugModel(entity_render_t *ent)
6260 {
6261         int i, j, k, l, flagsmask;
6262         const int *elements;
6263         q3mbrush_t *brush;
6264         msurface_t *surface;
6265         model_t *model = ent->model;
6266         vec3_t v;
6267
6268         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6269
6270         R_Mesh_ColorPointer(NULL, 0, 0);
6271         R_Mesh_ResetTextureState();
6272         GL_DepthRange(0, 1);
6273         GL_DepthTest(!r_showdisabledepthtest.integer);
6274         GL_DepthMask(false);
6275         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6276
6277         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6278         {
6279                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6280                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6281                 {
6282                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6283                         {
6284                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6285                                 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);
6286                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6287                         }
6288                 }
6289                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6290                 {
6291                         if (surface->num_collisiontriangles)
6292                         {
6293                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6294                                 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);
6295                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6296                         }
6297                 }
6298         }
6299
6300         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6301
6302         if (r_showtris.integer || r_shownormals.integer)
6303         {
6304                 if (r_showdisabledepthtest.integer)
6305                 {
6306                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6307                         GL_DepthMask(false);
6308                 }
6309                 else
6310                 {
6311                         GL_BlendFunc(GL_ONE, GL_ZERO);
6312                         GL_DepthMask(true);
6313                 }
6314                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6315                 {
6316                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6317                                 continue;
6318                         rsurface.texture = surface->texture->currentframe;
6319                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6320                         {
6321                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6322                                 if (r_showtris.value > 0)
6323                                 {
6324                                         if (!rsurface.texture->currentlayers->depthmask)
6325                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6326                                         else if (ent == r_refdef.scene.worldentity)
6327                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6328                                         else
6329                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6330                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6331                                         CHECKGLERROR
6332                                         qglBegin(GL_LINES);
6333                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6334                                         {
6335 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6336                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6337                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6338                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6339                                         }
6340                                         qglEnd();
6341                                         CHECKGLERROR
6342                                 }
6343                                 if (r_shownormals.value > 0)
6344                                 {
6345                                         qglBegin(GL_LINES);
6346                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6347                                         {
6348                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6349                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6350                                                 qglVertex3f(v[0], v[1], v[2]);
6351                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6352                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6353                                                 qglVertex3f(v[0], v[1], v[2]);
6354                                         }
6355                                         qglEnd();
6356                                         CHECKGLERROR
6357                                         qglBegin(GL_LINES);
6358                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6359                                         {
6360                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6361                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6362                                                 qglVertex3f(v[0], v[1], v[2]);
6363                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6364                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6365                                                 qglVertex3f(v[0], v[1], v[2]);
6366                                         }
6367                                         qglEnd();
6368                                         CHECKGLERROR
6369                                         qglBegin(GL_LINES);
6370                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6371                                         {
6372                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6373                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6374                                                 qglVertex3f(v[0], v[1], v[2]);
6375                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6376                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6377                                                 qglVertex3f(v[0], v[1], v[2]);
6378                                         }
6379                                         qglEnd();
6380                                         CHECKGLERROR
6381                                 }
6382                         }
6383                 }
6384                 rsurface.texture = NULL;
6385         }
6386 }
6387
6388 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6389 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6390 {
6391         int i, j, endj, f, flagsmask;
6392         msurface_t *surface;
6393         texture_t *t;
6394         model_t *model = r_refdef.scene.worldmodel;
6395         const int maxsurfacelist = 1024;
6396         int numsurfacelist = 0;
6397         msurface_t *surfacelist[1024];
6398         if (model == NULL)
6399                 return;
6400
6401         RSurf_ActiveWorldEntity();
6402
6403         // update light styles on this submodel
6404         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6405         {
6406                 model_brush_lightstyleinfo_t *style;
6407                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6408                 {
6409                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6410                         {
6411                                 msurface_t *surfaces = model->data_surfaces;
6412                                 int *list = style->surfacelist;
6413                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6414                                 for (j = 0;j < style->numsurfaces;j++)
6415                                         surfaces[list[j]].cached_dlight = true;
6416                         }
6417                 }
6418         }
6419
6420         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6421         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6422
6423         if (debug)
6424         {
6425                 R_DrawDebugModel(r_refdef.scene.worldentity);
6426                 return;
6427         }
6428
6429         f = 0;
6430         t = NULL;
6431         rsurface.uselightmaptexture = false;
6432         rsurface.texture = NULL;
6433         numsurfacelist = 0;
6434         j = model->firstmodelsurface;
6435         endj = j + model->nummodelsurfaces;
6436         while (j < endj)
6437         {
6438                 // quickly skip over non-visible surfaces
6439                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6440                         ;
6441                 // quickly iterate over visible surfaces
6442                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6443                 {
6444                         // process this surface
6445                         surface = model->data_surfaces + j;
6446                         // if this surface fits the criteria, add it to the list
6447                         if (surface->num_triangles)
6448                         {
6449                                 // if lightmap parameters changed, rebuild lightmap texture
6450                                 if (surface->cached_dlight)
6451                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6452                                 // add face to draw list
6453                                 surfacelist[numsurfacelist++] = surface;
6454                                 r_refdef.stats.world_triangles += surface->num_triangles;
6455                                 if (numsurfacelist >= maxsurfacelist)
6456                                 {
6457                                         r_refdef.stats.world_surfaces += numsurfacelist;
6458                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6459                                         numsurfacelist = 0;
6460                                 }
6461                         }
6462                 }
6463         }
6464         r_refdef.stats.world_surfaces += numsurfacelist;
6465         if (numsurfacelist)
6466                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6467         RSurf_CleanUp();
6468 }
6469
6470 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6471 {
6472         int i, j, f, flagsmask;
6473         msurface_t *surface, *endsurface;
6474         texture_t *t;
6475         model_t *model = ent->model;
6476         const int maxsurfacelist = 1024;
6477         int numsurfacelist = 0;
6478         msurface_t *surfacelist[1024];
6479         if (model == NULL)
6480                 return;
6481
6482         // if the model is static it doesn't matter what value we give for
6483         // wantnormals and wanttangents, so this logic uses only rules applicable
6484         // to a model, knowing that they are meaningless otherwise
6485         if (ent == r_refdef.scene.worldentity)
6486                 RSurf_ActiveWorldEntity();
6487         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6488                 RSurf_ActiveModelEntity(ent, false, false);
6489         else
6490                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6491
6492         // update light styles
6493         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6494         {
6495                 model_brush_lightstyleinfo_t *style;
6496                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6497                 {
6498                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6499                         {
6500                                 msurface_t *surfaces = model->data_surfaces;
6501                                 int *list = style->surfacelist;
6502                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6503                                 for (j = 0;j < style->numsurfaces;j++)
6504                                         surfaces[list[j]].cached_dlight = true;
6505                         }
6506                 }
6507         }
6508
6509         R_UpdateAllTextureInfo(ent);
6510         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6511
6512         if (debug)
6513         {
6514                 R_DrawDebugModel(ent);
6515                 return;
6516         }
6517
6518         f = 0;
6519         t = NULL;
6520         rsurface.uselightmaptexture = false;
6521         rsurface.texture = NULL;
6522         numsurfacelist = 0;
6523         surface = model->data_surfaces + model->firstmodelsurface;
6524         endsurface = surface + model->nummodelsurfaces;
6525         for (;surface < endsurface;surface++)
6526         {
6527                 // if this surface fits the criteria, add it to the list
6528                 if (surface->num_triangles)
6529                 {
6530                         // if lightmap parameters changed, rebuild lightmap texture
6531                         if (surface->cached_dlight)
6532                                 R_BuildLightMap(ent, surface);
6533                         // add face to draw list
6534                         surfacelist[numsurfacelist++] = surface;
6535                         r_refdef.stats.entities_triangles += surface->num_triangles;
6536                         if (numsurfacelist >= maxsurfacelist)
6537                         {
6538                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6539                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6540                                 numsurfacelist = 0;
6541                         }
6542                 }
6543         }
6544         r_refdef.stats.entities_surfaces += numsurfacelist;
6545         if (numsurfacelist)
6546                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6547         RSurf_CleanUp();
6548 }