]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix crash on Nexuiz demos/demo2 with new decal system enabled - now
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
61 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
65 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
68 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
69 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
75 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
91 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
96
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
105
106 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
107
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
115 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
116 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
117 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
118 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
119
120 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
125
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
130
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
138
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
143
144 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
145
146 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
147
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
149
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
157
158 extern cvar_t v_glslgamma;
159
160 extern qboolean v_flipped_state;
161
162 static struct r_bloomstate_s
163 {
164         qboolean enabled;
165         qboolean hdr;
166
167         int bloomwidth, bloomheight;
168
169         int screentexturewidth, screentextureheight;
170         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
171
172         int bloomtexturewidth, bloomtextureheight;
173         rtexture_t *texture_bloom;
174
175         // arrays for rendering the screen passes
176         float screentexcoord2f[8];
177         float bloomtexcoord2f[8];
178         float offsettexcoord2f[8];
179
180         r_viewport_t viewport;
181 }
182 r_bloomstate;
183
184 r_waterstate_t r_waterstate;
185
186 /// shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 rtexture_t *r_texture_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
200
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
204
205 typedef struct r_qwskincache_s
206 {
207         char name[MAX_QPATH];
208         skinframe_t *skinframe;
209 }
210 r_qwskincache_t;
211
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
214
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
217 {
218         0, 0, 0,
219         1, 0, 0,
220         1, 1, 0,
221         0, 1, 0
222 };
223
224 extern void R_DrawModelShadows(void);
225
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = in[0] * r;
232                 out[1] = in[1] * g;
233                 out[2] = in[2] * b;
234                 out[3] = in[3];
235                 in += 4;
236                 out += 4;
237         }
238 }
239
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
241 {
242         int i;
243         for (i = 0;i < verts;i++)
244         {
245                 out[0] = r;
246                 out[1] = g;
247                 out[2] = b;
248                 out[3] = a;
249                 out += 4;
250         }
251 }
252
253 // FIXME: move this to client?
254 void FOG_clear(void)
255 {
256         if (gamemode == GAME_NEHAHRA)
257         {
258                 Cvar_Set("gl_fogenable", "0");
259                 Cvar_Set("gl_fogdensity", "0.2");
260                 Cvar_Set("gl_fogred", "0.3");
261                 Cvar_Set("gl_foggreen", "0.3");
262                 Cvar_Set("gl_fogblue", "0.3");
263         }
264         r_refdef.fog_density = 0;
265         r_refdef.fog_red = 0;
266         r_refdef.fog_green = 0;
267         r_refdef.fog_blue = 0;
268         r_refdef.fog_alpha = 1;
269         r_refdef.fog_start = 0;
270         r_refdef.fog_end = 16384;
271         r_refdef.fog_height = 1<<30;
272         r_refdef.fog_fadedepth = 128;
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// enable various extensions depending on permutation:\n"
456 "\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
459 "#endif\n"
460 "\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "#   extension GL_EXT_gpu_shader4 : enable\n"
464 "# endif\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "#   extension GL_ARB_texture_gather : enable\n"
467 "# else\n"
468 "#   ifdef GL_AMD_texture_texture4\n"
469 "#     extension GL_AMD_texture_texture4 : enable\n"
470 "#   endif\n"
471 "# endif\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
480 "#endif\n"
481 "\n"
482 "// common definitions between vertex shader and fragment shader:\n"
483 "\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
489 "//#else\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
494 "//#endif\n"
495 "\n"
496 "#ifdef USEFOGINSIDE\n"
497 "# define USEFOG\n"
498 "#else\n"
499 "# ifdef USEFOGOUTSIDE\n"
500 "#  define USEFOG\n"
501 "# endif\n"
502 "#endif\n"
503 "\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
505 "\n"
506 "# ifdef VERTEX_SHADER\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_Position = ftransform();\n"
510 "}\n"
511 "# endif\n"
512 "\n"
513 "#else\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_Position = ftransform();\n"
519 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
520 "}\n"
521 "# endif\n"
522 "# ifdef FRAGMENT_SHADER\n"
523 "void main(void)\n"
524 "{\n"
525 "       gl_FragColor = gl_Color;\n"
526 "}\n"
527 "# endif\n"
528 "\n"
529 "#else // !MODE_SHOWDEPTH\n"
530 "\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
533 "void main(void)\n"
534 "{\n"
535 "       gl_FrontColor = gl_Color;\n"
536 "       gl_Position = ftransform();\n"
537 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
538 "#ifdef USEBLOOM\n"
539 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
540 "#endif\n"
541 "}\n"
542 "# endif\n"
543 "# ifdef FRAGMENT_SHADER\n"
544 "\n"
545 "uniform sampler2D Texture_First;\n"
546 "#ifdef USEBLOOM\n"
547 "uniform sampler2D Texture_Second;\n"
548 "#endif\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
551 "#endif\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
554 "#endif\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
557 "#endif\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
568 "#ifdef USEBLOOM\n"
569 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "#endif\n"
571 "#ifdef USEVIEWTINT\n"
572 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
573 "#endif\n"
574 "\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
578 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
583 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
584 "#endif\n"
585 "\n"
586 "#ifdef USESATURATION\n"
587 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
597 "#endif\n"
598 "}\n"
599 "# endif\n"
600 "\n"
601 "\n"
602 "#else\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FrontColor = gl_Color;\n"
608 "#  ifdef USEDIFFUSE\n"
609 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
610 "#  endif\n"
611 "#  ifdef USESPECULAR\n"
612 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
613 "#  endif\n"
614 "       gl_Position = ftransform();\n"
615 "}\n"
616 "# endif\n"
617 "# ifdef FRAGMENT_SHADER\n"
618 "\n"
619 "#  ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
621 "#  endif\n"
622 "#  ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
624 "#  endif\n"
625 "\n"
626 "void main(void)\n"
627 "{\n"
628 "       gl_FragColor = gl_Color;\n"
629 "#  ifdef USEDIFFUSE\n"
630 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
631 "#  endif\n"
632 "\n"
633 "#  ifdef USESPECULAR\n"
634 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
635 "#  endif\n"
636 "#  ifdef USECOLORMAPPING\n"
637 "       gl_FragColor *= tex2;\n"
638 "#  endif\n"
639 "#  ifdef USEGLOW\n"
640 "       gl_FragColor += tex2;\n"
641 "#  endif\n"
642 "#  ifdef USEVERTEXTEXTUREBLEND\n"
643 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
644 "#  endif\n"
645 "}\n"
646 "# endif\n"
647 "\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FrontColor = gl_Color;\n"
654 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 "       gl_Position = ftransform();\n"
656 "}\n"
657 "# endif\n"
658 "# ifdef FRAGMENT_SHADER\n"
659 "\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
662 "\n"
663 "void main(void)\n"
664 "{\n"
665 "       int i;\n"
666 "       vec2 tc = gl_TexCoord[0].xy;\n"
667 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 "       tc += BloomBlur_Parameters.xy;\n"
669 "       for (i = 1;i < SAMPLES;i++)\n"
670 "       {\n"
671 "               color += texture2D(Texture_First, tc).rgb;\n"
672 "               tc += BloomBlur_Parameters.xy;\n"
673 "       }\n"
674 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
675 "}\n"
676 "# endif\n"
677 "\n"
678 "#else // !MODE_BLOOMBLUR\n"
679 "\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
683 "#endif\n"
684 "varying vec2 TexCoordLightmap;\n"
685 "\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
688 "#endif\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
692 "#endif\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
695 "#endif\n"
696 "\n"
697 "varying vec3 EyeVector;\n"
698 "#ifdef USEFOG\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
701 "#endif\n"
702 "\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
709 "#endif\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
712 "#endif\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
715 "#endif\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
723 "\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
728 "\n"
729 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
730 "\n"
731 "void main(void)\n"
732 "{\n"
733 "       gl_FrontColor = gl_Color;\n"
734 "       // copy the surface texcoord\n"
735 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
738 "#endif\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
742 "# endif\n"
743 "#endif\n"
744 "\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 "       // transform vertex position into light attenuation/cubemap space\n"
747 "       // (-1 to +1 across the light box)\n"
748 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
749 "\n"
750 "       // transform unnormalized light direction into tangent space\n"
751 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 "       //  normalize it per pixel)\n"
753 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
757 "#endif\n"
758 "\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
763 "#endif\n"
764 "\n"
765 "       // transform unnormalized eye direction into tangent space\n"
766 "#ifndef USEFOG\n"
767 "       vec3 EyeVectorModelSpace;\n"
768 "#endif\n"
769 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
773 "\n"
774 "#ifdef USEFOG\n"
775 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
776 "#endif\n"
777 "\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 "       VectorS = gl_MultiTexCoord1.xyz;\n"
780 "       VectorT = gl_MultiTexCoord2.xyz;\n"
781 "       VectorR = gl_MultiTexCoord3.xyz;\n"
782 "#endif\n"
783 "\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
788 "//#endif\n"
789 "\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
791 "       // rendering\n"
792 "       gl_Position = ftransform();\n"
793 "\n"
794 "#ifdef MODE_WATER\n"
795 "       ModelViewProjectionPosition = gl_Position;\n"
796 "#endif\n"
797 "#ifdef MODE_REFRACTION\n"
798 "       ModelViewProjectionPosition = gl_Position;\n"
799 "#endif\n"
800 "#ifdef USEREFLECTION\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "#endif\n"
803 "}\n"
804 "\n"
805 "#endif // VERTEX_SHADER\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
812 "\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
831 "\n"
832 "#define showshadowmap 0\n"
833 "\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
837 "# else\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
839 "# endif\n"
840 "#endif\n"
841 "\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
845 "# else\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
847 "# endif\n"
848 "#endif\n"
849 "\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
857 "# else\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
859 "# endif\n"
860 "#endif\n"
861 "\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
869 "\n"
870 "uniform myhalf4 TintColor;\n"
871 "\n"
872 "\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
881 "//#else\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//#  ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
889 "//#  endif\n"
890 "//# else\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
896 "//#  endif\n"
897 "//# endif\n"
898 "//#endif\n"
899 "\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
902 "\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
908 "\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
913 "\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
916 "{\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 "       // 14 sample relief mapping: linear search and then binary search\n"
919 "       // this basically steps forward a small amount repeatedly until it finds\n"
920 "       // itself inside solid, then jitters forward and back using decreasing\n"
921 "       // amounts to find the impact\n"
922 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 "       vec3 RT = vec3(TexCoord, 1);\n"
926 "       OffsetVector *= 0.1;\n"
927 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
937 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
938 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
939 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
941 "       return RT.xy;\n"
942 "#else\n"
943 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 "       // this basically moves forward the full distance, and then backs up based\n"
945 "       // on height of samples\n"
946 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 "       TexCoord += OffsetVector;\n"
950 "       OffsetVector *= 0.333;\n"
951 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 "       return TexCoord;\n"
955 "#endif\n"
956 "}\n"
957 "#endif // USEOFFSETMAPPING\n"
958 "\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
962 "#endif\n"
963 "\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
966 "{\n"
967 "       vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
969 "       vec2 tc;\n"
970 "       vec2 offset;\n"
971 "       float ma;\n"
972 "       if (adir.x > adir.y)\n"
973 "       {\n"
974 "               if (adir.x > adir.z) // X\n"
975 "               {\n"
976 "                       ma = adir.x;\n"
977 "                       tc = dir.zy;\n"
978 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
979 "               }\n"
980 "               else // Z\n"
981 "               {\n"
982 "                       ma = adir.z;\n"
983 "                       tc = dir.xy;\n"
984 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
985 "               }\n"
986 "       }\n"
987 "       else\n"
988 "       {\n"
989 "               if (adir.y > adir.z) // Y\n"
990 "               {\n"
991 "                       ma = adir.y;\n"
992 "                       tc = dir.xz;\n"
993 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
994 "               }\n"
995 "               else // Z\n"
996 "               {\n"
997 "                       ma = adir.z;\n"
998 "                       tc = dir.xy;\n"
999 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1000 "               }\n"
1001 "       }\n"
1002 "\n"
1003 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 "       stc.z += ShadowMap_Parameters.z;\n"
1006 "#  if showshadowmap\n"
1007 "       stc.xy *= ShadowMap_TextureScale;\n"
1008 "#  endif\n"
1009 "       return stc;\n"
1010 "# else\n"
1011 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 "       stc.z += ShadowMap_Parameters.z;\n"
1016 "#  if showshadowmap\n"
1017 "       stc.xy *= ShadowMap_TextureScale;\n"
1018 "#  endif\n"
1019 "       return stc;\n"
1020 "# endif\n"
1021 "}\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1023 "\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 adir = abs(dir);\n"
1028 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1029 "}\n"
1030 "#endif\n"
1031 "\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1035 "{\n"
1036 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1037 "       float f;\n"
1038 "#  ifdef USESHADOWSAMPLER\n"
1039 "\n"
1040 "#    ifdef USESHADOWMAPPCF\n"
1041 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1043 "#    else\n"
1044 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1045 "#    endif\n"
1046 "\n"
1047 "#  else\n"
1048 "\n"
1049 "#    ifdef USESHADOWMAPPCF\n"
1050 "#      if USESHADOWMAPPCF > 1\n"
1051 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1054 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1055 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1056 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1057 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "#      else\n"
1060 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 "    vec2 offset = fract(shadowmaptc.xy);\n"
1062 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1064 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1065 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1067 "#      endif\n"
1068 "#    else\n"
1069 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1070 "#    endif\n"
1071 "\n"
1072 "#  endif\n"
1073 "       return f;\n"
1074 "}\n"
1075 "# endif\n"
1076 "\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1079 "{\n"
1080 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1081 "    float f;\n"
1082 "\n"
1083 "#  ifdef USESHADOWSAMPLER\n"
1084 "#    ifdef USESHADOWMAPPCF\n"
1085 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1086 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1088 "#    else\n"
1089 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1090 "#    endif\n"
1091 "#  else\n"
1092 "#    ifdef USESHADOWMAPPCF\n"
1093 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "#      ifdef GL_ARB_texture_gather\n"
1095 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1096 "#      else\n"
1097 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1098 "#      endif\n"
1099 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 "    center *= ShadowMap_TextureScale;\n"
1101 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1104 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1105 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1108 "#     else\n"
1109 "#      ifdef GL_EXT_gpu_shader4\n"
1110 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1111 "#      else\n"
1112 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1113 "#      endif\n"
1114 "#      if USESHADOWMAPPCF > 1\n"
1115 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 "    center *= ShadowMap_TextureScale;\n"
1117 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1118 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1119 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1120 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1121 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1123 "#      else\n"
1124 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1127 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1128 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1130 "#      endif\n"
1131 "#     endif\n"
1132 "#    else\n"
1133 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1134 "#    endif\n"
1135 "#  endif\n"
1136 "    return f;\n"
1137 "}\n"
1138 "# endif\n"
1139 "\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1142 "{\n"
1143 "    // apply depth texture cubemap as light filter\n"
1144 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1145 "    float f;\n"
1146 "#  ifdef USESHADOWSAMPLER\n"
1147 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1148 "#  else\n"
1149 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1150 "#  endif\n"
1151 "    return f;\n"
1152 "}\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef MODE_WATER\n"
1157 "\n"
1158 "// water pass\n"
1159 "void main(void)\n"
1160 "{\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 "       // apply offsetmapping\n"
1163 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1165 "#endif\n"
1166 "\n"
1167 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 "       // FIXME temporary hack to detect the case that the reflection\n"
1172 "       // gets blackened at edges due to leaving the area that contains actual\n"
1173 "       // content.\n"
1174 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1175 "       // 'appening.\n"
1176 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1188 "}\n"
1189 "\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1192 "\n"
1193 "// refraction pass\n"
1194 "void main(void)\n"
1195 "{\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 "       // apply offsetmapping\n"
1198 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1200 "#endif\n"
1201 "\n"
1202 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 "       // FIXME temporary hack to detect the case that the reflection\n"
1207 "       // gets blackened at edges due to leaving the area that contains actual\n"
1208 "       // content.\n"
1209 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1210 "       // 'appening.\n"
1211 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1217 "}\n"
1218 "\n"
1219 "#else // !MODE_REFRACTION\n"
1220 "void main(void)\n"
1221 "{\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 "       // apply offsetmapping\n"
1224 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1226 "#endif\n"
1227 "\n"
1228 "       // combine the diffuse textures (base, pants, shirt)\n"
1229 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1232 "#endif\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1238 "       color.a = 1.0;\n"
1239 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1240 "#endif\n"
1241 "\n"
1242 "#ifdef USEDIFFUSE\n"
1243 "       // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "#  ifdef USESPECULAR\n"
1247 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1248 "#  endif\n"
1249 "# else\n"
1250 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "#  ifdef USESPECULAR\n"
1252 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1253 "#  endif\n"
1254 "# endif\n"
1255 "#endif\n"
1256 "\n"
1257 "\n"
1258 "\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 "       // light source\n"
1261 "\n"
1262 "       // calculate surface normal, light normal, and specular normal\n"
1263 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1264 "       // scale by light color and attenuation as efficiently as possible\n"
1265 "       // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 "       // get the light normal\n"
1268 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1269 "# endif\n"
1270 "# ifdef USESPECULAR\n"
1271 "#  ifndef USEEXACTSPECULARMATH\n"
1272 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1273 "\n"
1274 "#  endif\n"
1275 "       // calculate directional shading\n"
1276 "#  ifdef USEEXACTSPECULARMATH\n"
1277 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1278 "#  else\n"
1279 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1280 "#  endif\n"
1281 "# else\n"
1282 "#  ifdef USEDIFFUSE\n"
1283 "       // calculate directional shading\n"
1284 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1285 "#  else\n"
1286 "       // calculate directionless shading\n"
1287 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1288 "#  endif\n"
1289 "# endif\n"
1290 "\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1294 "#endif\n"
1295 "#endif\n"
1296 "\n"
1297 "# ifdef USECUBEFILTER\n"
1298 "       // apply light cubemap filter\n"
1299 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1301 "# endif\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 "       // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 "       // get the light normal\n"
1311 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1312 "# endif\n"
1313 "# ifdef USESPECULAR\n"
1314 "       // calculate directional shading\n"
1315 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "#  ifdef USEEXACTSPECULARMATH\n"
1317 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1318 "#  else\n"
1319 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1321 "#  endif\n"
1322 "# else\n"
1323 "#  ifdef USEDIFFUSE\n"
1324 "\n"
1325 "       // calculate directional shading\n"
1326 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1327 "#  else\n"
1328 "       color.rgb *= AmbientColor;\n"
1329 "#  endif\n"
1330 "# endif\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1332 "\n"
1333 "\n"
1334 "\n"
1335 "\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1338 "\n"
1339 "       // get the light normal\n"
1340 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 "       myhalf3 diffusenormal;\n"
1342 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "#  ifdef USEEXACTSPECULARMATH\n"
1358 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1359 "#  else\n"
1360 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1362 "#  endif\n"
1363 "# endif\n"
1364 "\n"
1365 "       // apply lightmap color\n"
1366 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1374 "\n"
1375 "       // get the light normal\n"
1376 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "#  ifdef USEEXACTSPECULARMATH\n"
1381 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1382 "#  else\n"
1383 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1385 "#  endif\n"
1386 "# endif\n"
1387 "\n"
1388 "       // apply lightmap color\n"
1389 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1391 "\n"
1392 "\n"
1393 "\n"
1394 "\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 "       // apply lightmap color\n"
1397 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1399 "\n"
1400 "\n"
1401 "\n"
1402 "\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 "       // apply lightmap color\n"
1405 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1413 "\n"
1414 "\n"
1415 "\n"
1416 "\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "       color *= TintColor;\n"
1421 "\n"
1422 "#ifdef USEGLOW\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1425 "#else\n"
1426 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1427 "#endif\n"
1428 "#endif\n"
1429 "\n"
1430 "       color.rgb *= SceneBrightness;\n"
1431 "\n"
1432 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1433 "#ifdef USEFOG\n"
1434 "       float fogfrac;\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1437 "#else\n"
1438 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1439 "#endif\n"
1440 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1441 "//     if (FogPlaneViewDist >= 0.0)\n"
1442 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1443 "//     else\n"
1444 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "//     if (FogPlaneViewDist >= 0.0)\n"
1447 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1448 "//     else\n"
1449 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1454 "\n"
1455 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 "       //float fade = -0.5/128.0;\n"
1457 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1465 "//# endif\n"
1466 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1467 "#endif\n"
1468 "\n"
1469 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1470 "#ifdef USEREFLECTION\n"
1471 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 "       // FIXME temporary hack to detect the case that the reflection\n"
1476 "       // gets blackened at edges due to leaving the area that contains actual\n"
1477 "       // content.\n"
1478 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1479 "       // 'appening.\n"
1480 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1486 "#endif\n"
1487 "\n"
1488 "       gl_FragColor = vec4(color);\n"
1489 "\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "#  ifdef USESHADOWSAMPLER\n"
1493 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1494 "#  else\n"
1495 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1496 "#  endif\n"
1497 "# endif\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "#  ifdef USESHADOWSAMPLER\n"
1500 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1501 "#  else\n"
1502 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1503 "#  endif\n"
1504 "# endif\n"
1505 "\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "#  ifdef USESHADOWSAMPLER\n"
1508 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1509 "#  else\n"
1510 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1511 "#  endif\n"
1512 "# endif\n"
1513 "#endif\n"
1514 "}\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1517 "\n"
1518 "#endif // FRAGMENT_SHADER\n"
1519 "\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1525 ;
1526
1527 typedef struct shaderpermutationinfo_s
1528 {
1529         const char *pretext;
1530         const char *name;
1531 }
1532 shaderpermutationinfo_t;
1533
1534 typedef struct shadermodeinfo_s
1535 {
1536         const char *vertexfilename;
1537         const char *geometryfilename;
1538         const char *fragmentfilename;
1539         const char *pretext;
1540         const char *name;
1541 }
1542 shadermodeinfo_t;
1543
1544 typedef enum shaderpermutation_e
1545 {
1546         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1572 }
1573 shaderpermutation_t;
1574
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1577 {
1578         {"#define USEDIFFUSE\n", " diffuse"},
1579         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580         {"#define USEVIEWTINT\n", " viewtint"},
1581         {"#define USECOLORMAPPING\n", " colormapping"},
1582         {"#define USESATURATION\n", " saturation"},
1583         {"#define USEFOGINSIDE\n", " foginside"},
1584         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585         {"#define USEGAMMARAMPS\n", " gammaramps"},
1586         {"#define USECUBEFILTER\n", " cubefilter"},
1587         {"#define USEGLOW\n", " glow"},
1588         {"#define USEBLOOM\n", " bloom"},
1589         {"#define USESPECULAR\n", " specular"},
1590         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592         {"#define USEREFLECTION\n", " reflection"},
1593         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1602 };
1603
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1606 {
1607         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1620         SHADERMODE_COUNT
1621 }
1622 shadermode_t;
1623
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1626 {
1627         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1640 };
1641
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1644 {
1645         /// hash lookup data
1646         struct r_glsl_permutation_s *hashnext;
1647         unsigned int mode;
1648         unsigned int permutation;
1649
1650         /// indicates if we have tried compiling this permutation already
1651         qboolean compiled;
1652         /// 0 if compilation failed
1653         int program;
1654         /// locations of detected uniforms in program object, or -1 if not found
1655         int loc_Texture_First;
1656         int loc_Texture_Second;
1657         int loc_Texture_GammaRamps;
1658         int loc_Texture_Normal;
1659         int loc_Texture_Color;
1660         int loc_Texture_Gloss;
1661         int loc_Texture_Glow;
1662         int loc_Texture_SecondaryNormal;
1663         int loc_Texture_SecondaryColor;
1664         int loc_Texture_SecondaryGloss;
1665         int loc_Texture_SecondaryGlow;
1666         int loc_Texture_Pants;
1667         int loc_Texture_Shirt;
1668         int loc_Texture_FogMask;
1669         int loc_Texture_Lightmap;
1670         int loc_Texture_Deluxemap;
1671         int loc_Texture_Attenuation;
1672         int loc_Texture_Cube;
1673         int loc_Texture_Refraction;
1674         int loc_Texture_Reflection;
1675         int loc_Texture_ShadowMapRect;
1676         int loc_Texture_ShadowMapCube;
1677         int loc_Texture_ShadowMap2D;
1678         int loc_Texture_CubeProjection;
1679         int loc_FogColor;
1680         int loc_LightPosition;
1681         int loc_EyePosition;
1682         int loc_Color_Pants;
1683         int loc_Color_Shirt;
1684         int loc_FogPlane;
1685         int loc_FogPlaneViewDist;
1686         int loc_FogRangeRecip;
1687         int loc_FogHeightFade;
1688         int loc_AmbientScale;
1689         int loc_DiffuseScale;
1690         int loc_SpecularScale;
1691         int loc_SpecularPower;
1692         int loc_GlowColor;
1693         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694         int loc_OffsetMapping_Scale;
1695         int loc_TintColor;
1696         int loc_AmbientColor;
1697         int loc_DiffuseColor;
1698         int loc_SpecularColor;
1699         int loc_LightDir;
1700         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701         int loc_GammaCoeff; ///< 1 / gamma
1702         int loc_DistortScaleRefractReflect;
1703         int loc_ScreenScaleRefractReflect;
1704         int loc_ScreenCenterRefractReflect;
1705         int loc_RefractColor;
1706         int loc_ReflectColor;
1707         int loc_ReflectFactor;
1708         int loc_ReflectOffset;
1709         int loc_UserVec1;
1710         int loc_UserVec2;
1711         int loc_UserVec3;
1712         int loc_UserVec4;
1713         int loc_ClientTime;
1714         int loc_PixelSize;
1715         int loc_Saturation;
1716         int loc_ShadowMap_TextureScale;
1717         int loc_ShadowMap_Parameters;
1718 }
1719 r_glsl_permutation_t;
1720
1721 #define SHADERPERMUTATION_HASHSIZE 256
1722
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1729
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1731 {
1732         //unsigned int hashdepth = 0;
1733         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734         r_glsl_permutation_t *p;
1735         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1736         {
1737                 if (p->mode == mode && p->permutation == permutation)
1738                 {
1739                         //if (hashdepth > 10)
1740                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1741                         return p;
1742                 }
1743                 //hashdepth++;
1744         }
1745         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1746         p->mode = mode;
1747         p->permutation = permutation;
1748         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749         r_glsl_permutationhash[mode][hashindex] = p;
1750         //if (hashdepth > 10)
1751         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1752         return p;
1753 }
1754
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1756 {
1757         char *shaderstring;
1758         if (!filename || !filename[0])
1759                 return NULL;
1760         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1761         if (shaderstring)
1762         {
1763                 if (printfromdisknotice)
1764                         Con_DPrint("from disk... ");
1765                 return shaderstring;
1766         }
1767         else if (!strcmp(filename, "glsl/default.glsl"))
1768         {
1769                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1771         }
1772         return shaderstring;
1773 }
1774
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1776 {
1777         int i;
1778         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779         int vertstrings_count = 0;
1780         int geomstrings_count = 0;
1781         int fragstrings_count = 0;
1782         char *vertexstring, *geometrystring, *fragmentstring;
1783         const char *vertstrings_list[32+3];
1784         const char *geomstrings_list[32+3];
1785         const char *fragstrings_list[32+3];
1786         char permutationname[256];
1787
1788         if (p->compiled)
1789                 return;
1790         p->compiled = true;
1791         p->program = 0;
1792
1793         permutationname[0] = 0;
1794         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1797
1798         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1799
1800         // the first pretext is which type of shader to compile as
1801         // (later these will all be bound together as a program object)
1802         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1805
1806         // the second pretext is the mode (for example a light source)
1807         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1811
1812         // now add all the permutation pretexts
1813         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1814         {
1815                 if (permutation & (1<<i))
1816                 {
1817                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1821                 }
1822                 else
1823                 {
1824                         // keep line numbers correct
1825                         vertstrings_list[vertstrings_count++] = "\n";
1826                         geomstrings_list[geomstrings_count++] = "\n";
1827                         fragstrings_list[fragstrings_count++] = "\n";
1828                 }
1829         }
1830
1831         // now append the shader text itself
1832         vertstrings_list[vertstrings_count++] = vertexstring;
1833         geomstrings_list[geomstrings_count++] = geometrystring;
1834         fragstrings_list[fragstrings_count++] = fragmentstring;
1835
1836         // if any sources were NULL, clear the respective list
1837         if (!vertexstring)
1838                 vertstrings_count = 0;
1839         if (!geometrystring)
1840                 geomstrings_count = 0;
1841         if (!fragmentstring)
1842                 fragstrings_count = 0;
1843
1844         // compile the shader program
1845         if (vertstrings_count + geomstrings_count + fragstrings_count)
1846                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1847         if (p->program)
1848         {
1849                 CHECKGLERROR
1850                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851                 // look up all the uniform variable names we care about, so we don't
1852                 // have to look them up every time we set them
1853                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1854                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1855                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1858                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1877                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1878                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1879                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1880                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1881                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1883                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1887                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1889                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1890                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1891                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1894                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1895                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1897                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1898                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1903                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1904                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1908                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1909                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1910                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1911                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1912                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1913                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1914                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916                 // initialize the samplers to refer to the texture units we use
1917                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1918                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1919                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1920                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1921                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1922                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1923                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1924                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1928                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1929                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1930                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1931                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1932                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1933                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1934                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1935                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1936                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1937                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1938                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1939                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1940                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1941                 CHECKGLERROR
1942                 if (developer.integer)
1943                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1944         }
1945         else
1946                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1947
1948         // free the strings
1949         if (vertexstring)
1950                 Mem_Free(vertexstring);
1951         if (geometrystring)
1952                 Mem_Free(geometrystring);
1953         if (fragmentstring)
1954                 Mem_Free(fragmentstring);
1955 }
1956
1957 void R_GLSL_Restart_f(void)
1958 {
1959         unsigned int i, limit;
1960         r_glsl_permutation_t *p;
1961         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962         for (i = 0;i < limit;i++)
1963         {
1964                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1965                 {
1966                         GL_Backend_FreeProgram(p->program);
1967                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1968                 }
1969         }
1970         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1971 }
1972
1973 void R_GLSL_DumpShader_f(void)
1974 {
1975         int i;
1976
1977         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1978         if(!file)
1979         {
1980                 Con_Printf("failed to write to glsl/default.glsl\n");
1981                 return;
1982         }
1983
1984         FS_Print(file, "/* The engine may define the following macros:\n");
1985         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986         for (i = 0;i < SHADERMODE_COUNT;i++)
1987                 FS_Print(file, shadermodeinfo[i].pretext);
1988         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989                 FS_Print(file, shaderpermutationinfo[i].pretext);
1990         FS_Print(file, "*/\n");
1991         FS_Print(file, builtinshaderstring);
1992         FS_Close(file);
1993
1994         Con_Printf("glsl/default.glsl written\n");
1995 }
1996
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1998 {
1999         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000         if (r_glsl_permutation != perm)
2001         {
2002                 r_glsl_permutation = perm;
2003                 if (!r_glsl_permutation->program)
2004                 {
2005                         if (!r_glsl_permutation->compiled)
2006                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2007                         if (!r_glsl_permutation->program)
2008                         {
2009                                 // remove features until we find a valid permutation
2010                                 int i;
2011                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2012                                 {
2013                                         // reduce i more quickly whenever it would not remove any bits
2014                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015                                         if (!(permutation & j))
2016                                                 continue;
2017                                         permutation -= j;
2018                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019                                         if (!r_glsl_permutation->compiled)
2020                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2021                                         if (r_glsl_permutation->program)
2022                                                 break;
2023                                 }
2024                                 if (i >= SHADERPERMUTATION_COUNT)
2025                                 {
2026                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
2027                                         Cvar_SetValueQuick(&r_glsl, 0);
2028                                         R_GLSL_Restart_f(); // unload shaders
2029                                         return; // no bit left to clear
2030                                 }
2031                         }
2032                 }
2033                 CHECKGLERROR
2034                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2035         }
2036 }
2037
2038 void R_SetupGenericShader(qboolean usetexture)
2039 {
2040         if (gl_support_fragment_shader)
2041         {
2042                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044                 else if (r_glsl_permutation)
2045                 {
2046                         r_glsl_permutation = NULL;
2047                         qglUseProgramObjectARB(0);CHECKGLERROR
2048                 }
2049         }
2050 }
2051
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2053 {
2054         if (gl_support_fragment_shader)
2055         {
2056                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2058                 else if (r_glsl_permutation)
2059                 {
2060                         r_glsl_permutation = NULL;
2061                         qglUseProgramObjectARB(0);CHECKGLERROR
2062                 }
2063         }
2064         if (!r_glsl_permutation)
2065         {
2066                 if (texturemode == GL_DECAL && gl_combine.integer)
2067                         texturemode = GL_INTERPOLATE_ARB;
2068                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2069         }
2070 }
2071
2072 void R_SetupDepthOrShadowShader(void)
2073 {
2074         if (gl_support_fragment_shader)
2075         {
2076                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078                 else if (r_glsl_permutation)
2079                 {
2080                         r_glsl_permutation = NULL;
2081                         qglUseProgramObjectARB(0);CHECKGLERROR
2082                 }
2083         }
2084 }
2085
2086 void R_SetupShowDepthShader(void)
2087 {
2088         if (gl_support_fragment_shader)
2089         {
2090                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092                 else if (r_glsl_permutation)
2093                 {
2094                         r_glsl_permutation = NULL;
2095                         qglUseProgramObjectARB(0);CHECKGLERROR
2096                 }
2097         }
2098 }
2099
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2112 {
2113         // select a permutation of the lighting shader appropriate to this
2114         // combination of texture, entity, light source, and fogging, only use the
2115         // minimum features necessary to avoid wasting rendering time in the
2116         // fragment shader on features that are not being used
2117         unsigned int permutation = 0;
2118         unsigned int mode = 0;
2119         // TODO: implement geometry-shader based shadow volumes someday
2120         if (r_glsl_offsetmapping.integer)
2121         {
2122                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123                 if (r_glsl_offsetmapping_reliefmapping.integer)
2124                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2125         }
2126         if (rsurfacepass == RSURFPASS_BACKGROUND)
2127         {
2128                 // distorted background
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130                         mode = SHADERMODE_WATER;
2131                 else
2132                         mode = SHADERMODE_REFRACTION;
2133         }
2134         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2135         {
2136                 // light source
2137                 mode = SHADERMODE_LIGHTSOURCE;
2138                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2142                 if (diffusescale > 0)
2143                         permutation |= SHADERPERMUTATION_DIFFUSE;
2144                 if (specularscale > 0)
2145                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146                 if (r_refdef.fogenabled)
2147                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148                 if (rsurface.texture->colormapping)
2149                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2150                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2151                 {
2152                         if (r_shadow_usingshadowmaprect)
2153                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154                         if (r_shadow_usingshadowmap2d)
2155                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156                         if (r_shadow_usingshadowmapcube)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158                         else if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168         }
2169         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2170         {
2171                 // unshaded geometry (fullbright or ambient model lighting)
2172                 mode = SHADERMODE_FLATCOLOR;
2173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176                         permutation |= SHADERPERMUTATION_GLOW;
2177                 if (r_refdef.fogenabled)
2178                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179                 if (rsurface.texture->colormapping)
2180                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2181                 if (r_glsl_offsetmapping.integer)
2182                 {
2183                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                         if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                 }
2187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188                         permutation |= SHADERPERMUTATION_REFLECTION;
2189         }
2190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2191         {
2192                 // directional model lighting
2193                 mode = SHADERMODE_LIGHTDIRECTION;
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197                         permutation |= SHADERPERMUTATION_GLOW;
2198                 permutation |= SHADERPERMUTATION_DIFFUSE;
2199                 if (specularscale > 0)
2200                         permutation |= SHADERPERMUTATION_SPECULAR;
2201                 if (r_refdef.fogenabled)
2202                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203                 if (rsurface.texture->colormapping)
2204                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206                         permutation |= SHADERPERMUTATION_REFLECTION;
2207         }
2208         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2209         {
2210                 // ambient model lighting
2211                 mode = SHADERMODE_LIGHTDIRECTION;
2212                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215                         permutation |= SHADERPERMUTATION_GLOW;
2216                 if (r_refdef.fogenabled)
2217                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218                 if (rsurface.texture->colormapping)
2219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2220                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221                         permutation |= SHADERPERMUTATION_REFLECTION;
2222         }
2223         else
2224         {
2225                 // lightmapped wall
2226                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2227                 {
2228                         // deluxemapping (light direction texture)
2229                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2231                         else
2232                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233                         permutation |= SHADERPERMUTATION_DIFFUSE;
2234                         if (specularscale > 0)
2235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2236                 }
2237                 else if (r_glsl_deluxemapping.integer >= 2)
2238                 {
2239                         // fake deluxemapping (uniform light direction in tangentspace)
2240                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241                         permutation |= SHADERPERMUTATION_DIFFUSE;
2242                         if (specularscale > 0)
2243                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244                 }
2245                 else if (rsurface.uselightmaptexture)
2246                 {
2247                         // ordinary lightmapping (q1bsp, q3bsp)
2248                         mode = SHADERMODE_LIGHTMAP;
2249                 }
2250                 else
2251                 {
2252                         // ordinary vertex coloring (q3bsp)
2253                         mode = SHADERMODE_VERTEXCOLOR;
2254                 }
2255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 if (r_refdef.fogenabled)
2260                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261                 if (rsurface.texture->colormapping)
2262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264                         permutation |= SHADERPERMUTATION_REFLECTION;
2265         }
2266         if(permutation & SHADERPERMUTATION_SPECULAR)
2267                 if(r_shadow_glossexact.integer)
2268                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269         R_SetupShader_SetPermutation(mode, permutation);
2270         if (mode == SHADERMODE_LIGHTSOURCE)
2271         {
2272                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2274                 {
2275                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279                 }
2280                 else
2281                 {
2282                         // ambient only is simpler
2283                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2284                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2287                 }
2288                 // additive passes are only darkened by fog, not tinted
2289                 if (r_glsl_permutation->loc_FogColor >= 0)
2290                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2292                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293         }
2294         else
2295         {
2296                 if (mode == SHADERMODE_LIGHTDIRECTION)
2297                 {
2298                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2299                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2300                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2301                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2302                 }
2303                 else
2304                 {
2305                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2308                 }
2309                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2310                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311                 // additive passes are only darkened by fog, not tinted
2312                 if (r_glsl_permutation->loc_FogColor >= 0)
2313                 {
2314                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2316                         else
2317                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2318                 }
2319                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2320                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2321                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2322                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2326         }
2327         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329         if (r_glsl_permutation->loc_Color_Pants >= 0)
2330         {
2331                 if (rsurface.texture->currentskinframe->pants)
2332                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2333                 else
2334                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2335         }
2336         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2337         {
2338                 if (rsurface.texture->currentskinframe->shirt)
2339                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2340                 else
2341                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2342         }
2343         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2344         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2348         {
2349                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350         }
2351         else
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2354         }
2355         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356         CHECKGLERROR
2357 }
2358
2359 #define SKINFRAME_HASH 1024
2360
2361 typedef struct
2362 {
2363         int loadsequence; // incremented each level change
2364         memexpandablearray_t array;
2365         skinframe_t *hash[SKINFRAME_HASH];
2366 }
2367 r_skinframe_t;
2368 r_skinframe_t r_skinframe;
2369
2370 void R_SkinFrame_PrepareForPurge(void)
2371 {
2372         r_skinframe.loadsequence++;
2373         // wrap it without hitting zero
2374         if (r_skinframe.loadsequence >= 200)
2375                 r_skinframe.loadsequence = 1;
2376 }
2377
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 {
2380         if (!skinframe)
2381                 return;
2382         // mark the skinframe as used for the purging code
2383         skinframe->loadsequence = r_skinframe.loadsequence;
2384 }
2385
2386 void R_SkinFrame_Purge(void)
2387 {
2388         int i;
2389         skinframe_t *s;
2390         for (i = 0;i < SKINFRAME_HASH;i++)
2391         {
2392                 for (s = r_skinframe.hash[i];s;s = s->next)
2393                 {
2394                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2395                         {
2396                                 if (s->merged == s->base)
2397                                         s->merged = NULL;
2398                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2400                                 R_PurgeTexture(s->merged);s->merged = NULL;
2401                                 R_PurgeTexture(s->base  );s->base   = NULL;
2402                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2403                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2404                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2405                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2406                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2407                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2408                                 s->loadsequence = 0;
2409                         }
2410                 }
2411         }
2412 }
2413
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2415         skinframe_t *item;
2416         char basename[MAX_QPATH];
2417
2418         Image_StripImageExtension(name, basename, sizeof(basename));
2419
2420         if( last == NULL ) {
2421                 int hashindex;
2422                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423                 item = r_skinframe.hash[hashindex];
2424         } else {
2425                 item = last->next;
2426         }
2427
2428         // linearly search through the hash bucket
2429         for( ; item ; item = item->next ) {
2430                 if( !strcmp( item->basename, basename ) ) {
2431                         return item;
2432                 }
2433         }
2434         return NULL;
2435 }
2436
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 {
2439         skinframe_t *item;
2440         int hashindex;
2441         char basename[MAX_QPATH];
2442
2443         Image_StripImageExtension(name, basename, sizeof(basename));
2444
2445         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448                         break;
2449
2450         if (!item) {
2451                 rtexture_t *dyntexture;
2452                 // check whether its a dynamic texture
2453                 dyntexture = CL_GetDynTexture( basename );
2454                 if (!add && !dyntexture)
2455                         return NULL;
2456                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457                 memset(item, 0, sizeof(*item));
2458                 strlcpy(item->basename, basename, sizeof(item->basename));
2459                 item->base = dyntexture; // either NULL or dyntexture handle
2460                 item->textureflags = textureflags;
2461                 item->comparewidth = comparewidth;
2462                 item->compareheight = compareheight;
2463                 item->comparecrc = comparecrc;
2464                 item->next = r_skinframe.hash[hashindex];
2465                 r_skinframe.hash[hashindex] = item;
2466         }
2467         else if( item->base == NULL )
2468         {
2469                 rtexture_t *dyntexture;
2470                 // check whether its a dynamic texture
2471                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2472                 dyntexture = CL_GetDynTexture( basename );
2473                 item->base = dyntexture; // either NULL or dyntexture handle
2474         }
2475
2476         R_SkinFrame_MarkUsed(item);
2477         return item;
2478 }
2479
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2481         { \
2482                 unsigned long long avgcolor[5], wsum; \
2483                 int pix, comp, w; \
2484                 avgcolor[0] = 0; \
2485                 avgcolor[1] = 0; \
2486                 avgcolor[2] = 0; \
2487                 avgcolor[3] = 0; \
2488                 avgcolor[4] = 0; \
2489                 wsum = 0; \
2490                 for(pix = 0; pix < cnt; ++pix) \
2491                 { \
2492                         w = 0; \
2493                         for(comp = 0; comp < 3; ++comp) \
2494                                 w += getpixel; \
2495                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2496                         { \
2497                                 ++wsum; \
2498                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2499                                 w = getpixel; \
2500                                 for(comp = 0; comp < 3; ++comp) \
2501                                         avgcolor[comp] += getpixel * w; \
2502                                 avgcolor[3] += w; \
2503                         } \
2504                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505                         avgcolor[4] += getpixel; \
2506                 } \
2507                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2508                         avgcolor[3] = 1; \
2509                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2513         }
2514
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2516 {
2517         // FIXME: it should be possible to disable loading various layers using
2518         // cvars, to prevent wasted loading time and memory usage if the user does
2519         // not want them
2520         qboolean loadnormalmap = true;
2521         qboolean loadgloss = true;
2522         qboolean loadpantsandshirt = true;
2523         qboolean loadglow = true;
2524         int j;
2525         unsigned char *pixels;
2526         unsigned char *bumppixels;
2527         unsigned char *basepixels = NULL;
2528         int basepixels_width;
2529         int basepixels_height;
2530         skinframe_t *skinframe;
2531
2532         if (has_alpha)
2533                 *has_alpha = false;
2534
2535         if (cls.state == ca_dedicated)
2536                 return NULL;
2537
2538         // return an existing skinframe if already loaded
2539         // if loading of the first image fails, don't make a new skinframe as it
2540         // would cause all future lookups of this to be missing
2541         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542         if (skinframe && skinframe->base)
2543                 return skinframe;
2544
2545         basepixels = loadimagepixelsbgra(name, complain, true);
2546         if (basepixels == NULL)
2547                 return NULL;
2548
2549         if (developer_loading.integer)
2550                 Con_Printf("loading skin \"%s\"\n", name);
2551
2552         // we've got some pixels to store, so really allocate this new texture now
2553         if (!skinframe)
2554                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555         skinframe->stain = NULL;
2556         skinframe->merged = NULL;
2557         skinframe->base = r_texture_notexture;
2558         skinframe->pants = NULL;
2559         skinframe->shirt = NULL;
2560         skinframe->nmap = r_texture_blanknormalmap;
2561         skinframe->gloss = NULL;
2562         skinframe->glow = NULL;
2563         skinframe->fog = NULL;
2564
2565         basepixels_width = image_width;
2566         basepixels_height = image_height;
2567         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2568
2569         if (textureflags & TEXF_ALPHA)
2570         {
2571                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572                         if (basepixels[j] < 255)
2573                                 break;
2574                 if (j < basepixels_width * basepixels_height * 4)
2575                 {
2576                         // has transparent pixels
2577                         if (has_alpha)
2578                                 *has_alpha = true;
2579                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580                         for (j = 0;j < image_width * image_height * 4;j += 4)
2581                         {
2582                                 pixels[j+0] = 255;
2583                                 pixels[j+1] = 255;
2584                                 pixels[j+2] = 255;
2585                                 pixels[j+3] = basepixels[j+3];
2586                         }
2587                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2588                         Mem_Free(pixels);
2589                 }
2590         }
2591
2592         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2594
2595         // _norm is the name used by tenebrae and has been adopted as standard
2596         if (loadnormalmap)
2597         {
2598                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2599                 {
2600                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601                         Mem_Free(pixels);
2602                         pixels = NULL;
2603                 }
2604                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2605                 {
2606                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2609                         Mem_Free(pixels);
2610                         Mem_Free(bumppixels);
2611                 }
2612                 else if (r_shadow_bumpscale_basetexture.value > 0)
2613                 {
2614                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2617                         Mem_Free(pixels);
2618                 }
2619         }
2620         // _luma is supported for tenebrae compatibility
2621         // (I think it's a very stupid name, but oh well)
2622         // _glow is the preferred name
2623         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2624         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2625         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2626         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2627
2628         if (basepixels)
2629                 Mem_Free(basepixels);
2630
2631         return skinframe;
2632 }
2633
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2635 {
2636         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2637 }
2638
2639 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2640 {
2641         int i;
2642         if (!force)
2643         {
2644                 for (i = 0;i < width*height;i++)
2645                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2646                                 break;
2647                 if (i == width*height)
2648                         return NULL;
2649         }
2650         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2651 }
2652
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2655 {
2656         int i;
2657         unsigned char *temp1, *temp2;
2658         skinframe_t *skinframe;
2659
2660         if (cls.state == ca_dedicated)
2661                 return NULL;
2662
2663         // if already loaded just return it, otherwise make a new skinframe
2664         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665         if (skinframe && skinframe->base)
2666                 return skinframe;
2667
2668         skinframe->stain = NULL;
2669         skinframe->merged = NULL;
2670         skinframe->base = r_texture_notexture;
2671         skinframe->pants = NULL;
2672         skinframe->shirt = NULL;
2673         skinframe->nmap = r_texture_blanknormalmap;
2674         skinframe->gloss = NULL;
2675         skinframe->glow = NULL;
2676         skinframe->fog = NULL;
2677
2678         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2679         if (!skindata)
2680                 return NULL;
2681
2682         if (developer_loading.integer)
2683                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2684
2685         if (r_shadow_bumpscale_basetexture.value > 0)
2686         {
2687                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688                 temp2 = temp1 + width * height * 4;
2689                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2691                 Mem_Free(temp1);
2692         }
2693         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694         if (textureflags & TEXF_ALPHA)
2695         {
2696                 for (i = 3;i < width * height * 4;i += 4)
2697                         if (skindata[i] < 255)
2698                                 break;
2699                 if (i < width * height * 4)
2700                 {
2701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702                         memcpy(fogpixels, skindata, width * height * 4);
2703                         for (i = 0;i < width * height * 4;i += 4)
2704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706                         Mem_Free(fogpixels);
2707                 }
2708         }
2709
2710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2712
2713         return skinframe;
2714 }
2715
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2717 {
2718         int i;
2719         unsigned char *temp1, *temp2;
2720         unsigned int *palette;
2721         skinframe_t *skinframe;
2722
2723         if (cls.state == ca_dedicated)
2724                 return NULL;
2725
2726         // if already loaded just return it, otherwise make a new skinframe
2727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728         if (skinframe && skinframe->base)
2729                 return skinframe;
2730
2731         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2732
2733         skinframe->stain = NULL;
2734         skinframe->merged = NULL;
2735         skinframe->base = r_texture_notexture;
2736         skinframe->pants = NULL;
2737         skinframe->shirt = NULL;
2738         skinframe->nmap = r_texture_blanknormalmap;
2739         skinframe->gloss = NULL;
2740         skinframe->glow = NULL;
2741         skinframe->fog = NULL;
2742
2743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2744         if (!skindata)
2745                 return NULL;
2746
2747         if (developer_loading.integer)
2748                 Con_Printf("loading quake skin \"%s\"\n", name);
2749
2750         if (r_shadow_bumpscale_basetexture.value > 0)
2751         {
2752                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753                 temp2 = temp1 + width * height * 4;
2754                 // use either a custom palette or the quake palette
2755                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2758                 Mem_Free(temp1);
2759         }
2760         // use either a custom palette, or the quake palette
2761         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762         if (loadglowtexture)
2763                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764         if (loadpantsandshirt)
2765         {
2766                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2768         }
2769         if (skinframe->pants || skinframe->shirt)
2770                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2771         if (textureflags & TEXF_ALPHA)
2772         {
2773                 for (i = 0;i < width * height;i++)
2774                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2775                                 break;
2776                 if (i < width * height)
2777                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2778         }
2779
2780         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2782
2783         return skinframe;
2784 }
2785
2786 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2787 {
2788         int i;
2789         skinframe_t *skinframe;
2790
2791         if (cls.state == ca_dedicated)
2792                 return NULL;
2793
2794         // if already loaded just return it, otherwise make a new skinframe
2795         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796         if (skinframe && skinframe->base)
2797                 return skinframe;
2798
2799         skinframe->stain = NULL;
2800         skinframe->merged = NULL;
2801         skinframe->base = r_texture_notexture;
2802         skinframe->pants = NULL;
2803         skinframe->shirt = NULL;
2804         skinframe->nmap = r_texture_blanknormalmap;
2805         skinframe->gloss = NULL;
2806         skinframe->glow = NULL;
2807         skinframe->fog = NULL;
2808
2809         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2810         if (!skindata)
2811                 return NULL;
2812
2813         if (developer_loading.integer)
2814                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2815
2816         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817         if (textureflags & TEXF_ALPHA)
2818         {
2819                 for (i = 0;i < width * height;i++)
2820                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2821                                 break;
2822                 if (i < width * height)
2823                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2824         }
2825
2826         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2828
2829         return skinframe;
2830 }
2831
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2833 {
2834         skinframe_t *skinframe;
2835
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838
2839         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840         skinframe->stain = NULL;
2841         skinframe->merged = NULL;
2842         skinframe->base = r_texture_notexture;
2843         skinframe->pants = NULL;
2844         skinframe->shirt = NULL;
2845         skinframe->nmap = r_texture_blanknormalmap;
2846         skinframe->gloss = NULL;
2847         skinframe->glow = NULL;
2848         skinframe->fog = NULL;
2849
2850         skinframe->avgcolor[0] = rand() / RAND_MAX;
2851         skinframe->avgcolor[1] = rand() / RAND_MAX;
2852         skinframe->avgcolor[2] = rand() / RAND_MAX;
2853         skinframe->avgcolor[3] = 1;
2854
2855         return skinframe;
2856 }
2857
2858 void R_Main_FreeViewCache(void)
2859 {
2860         if (r_refdef.viewcache.entityvisible)
2861                 Mem_Free(r_refdef.viewcache.entityvisible);
2862         if (r_refdef.viewcache.world_pvsbits)
2863                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864         if (r_refdef.viewcache.world_leafvisible)
2865                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866         if (r_refdef.viewcache.world_surfacevisible)
2867                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2869 }
2870
2871 void R_Main_ResizeViewCache(void)
2872 {
2873         int numentities = r_refdef.scene.numentities;
2874         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2876         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2877         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2878         if (r_refdef.viewcache.maxentities < numentities)
2879         {
2880                 r_refdef.viewcache.maxentities = numentities;
2881                 if (r_refdef.viewcache.entityvisible)
2882                         Mem_Free(r_refdef.viewcache.entityvisible);
2883                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2884         }
2885         if (r_refdef.viewcache.world_numclusters != numclusters)
2886         {
2887                 r_refdef.viewcache.world_numclusters = numclusters;
2888                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2889                 if (r_refdef.viewcache.world_pvsbits)
2890                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2891                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2892         }
2893         if (r_refdef.viewcache.world_numleafs != numleafs)
2894         {
2895                 r_refdef.viewcache.world_numleafs = numleafs;
2896                 if (r_refdef.viewcache.world_leafvisible)
2897                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2898                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2899         }
2900         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2901         {
2902                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2903                 if (r_refdef.viewcache.world_surfacevisible)
2904                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2905                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2906         }
2907 }
2908
2909 void gl_main_start(void)
2910 {
2911         r_numqueries = 0;
2912         r_maxqueries = 0;
2913         memset(r_queries, 0, sizeof(r_queries));
2914
2915         r_qwskincache = NULL;
2916         r_qwskincache_size = 0;
2917
2918         // set up r_skinframe loading system for textures
2919         memset(&r_skinframe, 0, sizeof(r_skinframe));
2920         r_skinframe.loadsequence = 1;
2921         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2922
2923         r_main_texturepool = R_AllocTexturePool();
2924         R_BuildBlankTextures();
2925         R_BuildNoTexture();
2926         if (gl_texturecubemap)
2927         {
2928                 R_BuildWhiteCube();
2929                 R_BuildNormalizationCube();
2930         }
2931         r_texture_fogattenuation = NULL;
2932         r_texture_gammaramps = NULL;
2933         //r_texture_fogintensity = NULL;
2934         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2935         memset(&r_waterstate, 0, sizeof(r_waterstate));
2936         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2937         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2938         memset(&r_svbsp, 0, sizeof (r_svbsp));
2939
2940         r_refdef.fogmasktable_density = 0;
2941 }
2942
2943 extern rtexture_t *loadingscreentexture;
2944 void gl_main_shutdown(void)
2945 {
2946         R_Main_FreeViewCache();
2947
2948         if (r_maxqueries)
2949                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2950
2951         r_numqueries = 0;
2952         r_maxqueries = 0;
2953         memset(r_queries, 0, sizeof(r_queries));
2954
2955         r_qwskincache = NULL;
2956         r_qwskincache_size = 0;
2957
2958         // clear out the r_skinframe state
2959         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2960         memset(&r_skinframe, 0, sizeof(r_skinframe));
2961
2962         if (r_svbsp.nodes)
2963                 Mem_Free(r_svbsp.nodes);
2964         memset(&r_svbsp, 0, sizeof (r_svbsp));
2965         R_FreeTexturePool(&r_main_texturepool);
2966         loadingscreentexture = NULL;
2967         r_texture_blanknormalmap = NULL;
2968         r_texture_white = NULL;
2969         r_texture_grey128 = NULL;
2970         r_texture_black = NULL;
2971         r_texture_whitecube = NULL;
2972         r_texture_normalizationcube = NULL;
2973         r_texture_fogattenuation = NULL;
2974         r_texture_gammaramps = NULL;
2975         //r_texture_fogintensity = NULL;
2976         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2977         memset(&r_waterstate, 0, sizeof(r_waterstate));
2978         R_GLSL_Restart_f();
2979 }
2980
2981 extern void CL_ParseEntityLump(char *entitystring);
2982 void gl_main_newmap(void)
2983 {
2984         // FIXME: move this code to client
2985         int l;
2986         char *entities, entname[MAX_QPATH];
2987         if (r_qwskincache)
2988                 Mem_Free(r_qwskincache);
2989         r_qwskincache = NULL;
2990         r_qwskincache_size = 0;
2991         if (cl.worldmodel)
2992         {
2993                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2994                 l = (int)strlen(entname) - 4;
2995                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2996                 {
2997                         memcpy(entname + l, ".ent", 5);
2998                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2999                         {
3000                                 CL_ParseEntityLump(entities);
3001                                 Mem_Free(entities);
3002                                 return;
3003                         }
3004                 }
3005                 if (cl.worldmodel->brush.entities)
3006                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3007         }
3008         R_Main_FreeViewCache();
3009 }
3010
3011 void GL_Main_Init(void)
3012 {
3013         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3014
3015         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3016         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3017         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3018         if (gamemode == GAME_NEHAHRA)
3019         {
3020                 Cvar_RegisterVariable (&gl_fogenable);
3021                 Cvar_RegisterVariable (&gl_fogdensity);
3022                 Cvar_RegisterVariable (&gl_fogred);
3023                 Cvar_RegisterVariable (&gl_foggreen);
3024                 Cvar_RegisterVariable (&gl_fogblue);
3025                 Cvar_RegisterVariable (&gl_fogstart);
3026                 Cvar_RegisterVariable (&gl_fogend);
3027                 Cvar_RegisterVariable (&gl_skyclip);
3028         }
3029         Cvar_RegisterVariable(&r_motionblur);
3030         Cvar_RegisterVariable(&r_motionblur_maxblur);
3031         Cvar_RegisterVariable(&r_motionblur_bmin);
3032         Cvar_RegisterVariable(&r_motionblur_vmin);
3033         Cvar_RegisterVariable(&r_motionblur_vmax);
3034         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3035         Cvar_RegisterVariable(&r_motionblur_randomize);
3036         Cvar_RegisterVariable(&r_damageblur);
3037         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3038         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3039         Cvar_RegisterVariable(&r_equalize_entities_by);
3040         Cvar_RegisterVariable(&r_equalize_entities_to);
3041         Cvar_RegisterVariable(&r_animcache);
3042         Cvar_RegisterVariable(&r_depthfirst);
3043         Cvar_RegisterVariable(&r_useinfinitefarclip);
3044         Cvar_RegisterVariable(&r_farclip_base);
3045         Cvar_RegisterVariable(&r_farclip_world);
3046         Cvar_RegisterVariable(&r_nearclip);
3047         Cvar_RegisterVariable(&r_showbboxes);
3048         Cvar_RegisterVariable(&r_showsurfaces);
3049         Cvar_RegisterVariable(&r_showtris);
3050         Cvar_RegisterVariable(&r_shownormals);
3051         Cvar_RegisterVariable(&r_showlighting);
3052         Cvar_RegisterVariable(&r_showshadowvolumes);
3053         Cvar_RegisterVariable(&r_showcollisionbrushes);
3054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3055         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3056         Cvar_RegisterVariable(&r_showdisabledepthtest);
3057         Cvar_RegisterVariable(&r_drawportals);
3058         Cvar_RegisterVariable(&r_drawentities);
3059         Cvar_RegisterVariable(&r_cullentities_trace);
3060         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3061         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3062         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3063         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3064         Cvar_RegisterVariable(&r_drawviewmodel);
3065         Cvar_RegisterVariable(&r_speeds);
3066         Cvar_RegisterVariable(&r_fullbrights);
3067         Cvar_RegisterVariable(&r_wateralpha);
3068         Cvar_RegisterVariable(&r_dynamic);
3069         Cvar_RegisterVariable(&r_fullbright);
3070         Cvar_RegisterVariable(&r_shadows);
3071         Cvar_RegisterVariable(&r_shadows_darken);
3072         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3073         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3074         Cvar_RegisterVariable(&r_shadows_throwdistance);
3075         Cvar_RegisterVariable(&r_shadows_throwdirection);
3076         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3077         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3078         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3079         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3080         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3081         Cvar_RegisterVariable(&r_fog_exp2);
3082         Cvar_RegisterVariable(&r_drawfog);
3083         Cvar_RegisterVariable(&r_textureunits);
3084         Cvar_RegisterVariable(&r_glsl);
3085         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3086         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3087         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3088         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3089         Cvar_RegisterVariable(&r_glsl_postprocess);
3090         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3091         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3092         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3093         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3094         Cvar_RegisterVariable(&r_glsl_usegeneric);
3095         Cvar_RegisterVariable(&r_water);
3096         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3097         Cvar_RegisterVariable(&r_water_clippingplanebias);
3098         Cvar_RegisterVariable(&r_water_refractdistort);
3099         Cvar_RegisterVariable(&r_water_reflectdistort);
3100         Cvar_RegisterVariable(&r_lerpsprites);
3101         Cvar_RegisterVariable(&r_lerpmodels);
3102         Cvar_RegisterVariable(&r_lerplightstyles);
3103         Cvar_RegisterVariable(&r_waterscroll);
3104         Cvar_RegisterVariable(&r_bloom);
3105         Cvar_RegisterVariable(&r_bloom_colorscale);
3106         Cvar_RegisterVariable(&r_bloom_brighten);
3107         Cvar_RegisterVariable(&r_bloom_blur);
3108         Cvar_RegisterVariable(&r_bloom_resolution);
3109         Cvar_RegisterVariable(&r_bloom_colorexponent);
3110         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3111         Cvar_RegisterVariable(&r_hdr);
3112         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3113         Cvar_RegisterVariable(&r_hdr_glowintensity);
3114         Cvar_RegisterVariable(&r_hdr_range);
3115         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3116         Cvar_RegisterVariable(&developer_texturelogging);
3117         Cvar_RegisterVariable(&gl_lightmaps);
3118         Cvar_RegisterVariable(&r_test);
3119         Cvar_RegisterVariable(&r_batchmode);
3120         Cvar_RegisterVariable(&r_glsl_saturation);
3121         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3122                 Cvar_SetValue("r_fullbrights", 0);
3123         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3124
3125         Cvar_RegisterVariable(&r_track_sprites);
3126         Cvar_RegisterVariable(&r_track_sprites_flags);
3127         Cvar_RegisterVariable(&r_track_sprites_scalew);
3128         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3129 }
3130
3131 extern void R_Textures_Init(void);
3132 extern void GL_Draw_Init(void);
3133 extern void GL_Main_Init(void);
3134 extern void R_Shadow_Init(void);
3135 extern void R_Sky_Init(void);
3136 extern void GL_Surf_Init(void);
3137 extern void R_Particles_Init(void);
3138 extern void R_Explosion_Init(void);
3139 extern void gl_backend_init(void);
3140 extern void Sbar_Init(void);
3141 extern void R_LightningBeams_Init(void);
3142 extern void Mod_RenderInit(void);
3143
3144 void Render_Init(void)
3145 {
3146         gl_backend_init();
3147         R_Textures_Init();
3148         GL_Main_Init();
3149         GL_Draw_Init();
3150         R_Shadow_Init();
3151         R_Sky_Init();
3152         GL_Surf_Init();
3153         Sbar_Init();
3154         R_Particles_Init();
3155         R_Explosion_Init();
3156         R_LightningBeams_Init();
3157         Mod_RenderInit();
3158 }
3159
3160 /*
3161 ===============
3162 GL_Init
3163 ===============
3164 */
3165 extern char *ENGINE_EXTENSIONS;
3166 void GL_Init (void)
3167 {
3168         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3169         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3170         gl_version = (const char *)qglGetString(GL_VERSION);
3171         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3172
3173         if (!gl_extensions)
3174                 gl_extensions = "";
3175         if (!gl_platformextensions)
3176                 gl_platformextensions = "";
3177
3178         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3179         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3180         Con_Printf("GL_VERSION: %s\n", gl_version);
3181         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3182         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3183
3184         VID_CheckExtensions();
3185
3186         // LordHavoc: report supported extensions
3187         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3188
3189         // clear to black (loading plaque will be seen over this)
3190         CHECKGLERROR
3191         qglClearColor(0,0,0,1);CHECKGLERROR
3192         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3193 }
3194
3195 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3196 {
3197         int i;
3198         mplane_t *p;
3199         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3200         {
3201                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3202                 if (i == 4)
3203                         continue;
3204                 p = r_refdef.view.frustum + i;
3205                 switch(p->signbits)
3206                 {
3207                 default:
3208                 case 0:
3209                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3210                                 return true;
3211                         break;
3212                 case 1:
3213                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3214                                 return true;
3215                         break;
3216                 case 2:
3217                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3218                                 return true;
3219                         break;
3220                 case 3:
3221                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3222                                 return true;
3223                         break;
3224                 case 4:
3225                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3226                                 return true;
3227                         break;
3228                 case 5:
3229                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3230                                 return true;
3231                         break;
3232                 case 6:
3233                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3234                                 return true;
3235                         break;
3236                 case 7:
3237                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3238                                 return true;
3239                         break;
3240                 }
3241         }
3242         return false;
3243 }
3244
3245 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3246 {
3247         int i;
3248         const mplane_t *p;
3249         for (i = 0;i < numplanes;i++)
3250         {
3251                 p = planes + i;
3252                 switch(p->signbits)
3253                 {
3254                 default:
3255                 case 0:
3256                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3257                                 return true;
3258                         break;
3259                 case 1:
3260                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3261                                 return true;
3262                         break;
3263                 case 2:
3264                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3265                                 return true;
3266                         break;
3267                 case 3:
3268                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3269                                 return true;
3270                         break;
3271                 case 4:
3272                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3273                                 return true;
3274                         break;
3275                 case 5:
3276                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3277                                 return true;
3278                         break;
3279                 case 6:
3280                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3281                                 return true;
3282                         break;
3283                 case 7:
3284                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3285                                 return true;
3286                         break;
3287                 }
3288         }
3289         return false;
3290 }
3291
3292 //==================================================================================
3293
3294 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3295
3296 /**
3297  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3298  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3299  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3300  */
3301
3302 typedef struct r_animcache_entity_s
3303 {
3304         float *vertex3f;
3305         float *normal3f;
3306         float *svector3f;
3307         float *tvector3f;
3308         int maxvertices;
3309         qboolean wantnormals;
3310         qboolean wanttangents;
3311 }
3312 r_animcache_entity_t;
3313
3314 typedef struct r_animcache_s
3315 {
3316         r_animcache_entity_t entity[MAX_EDICTS];
3317         int maxindex;
3318         int currentindex;
3319 }
3320 r_animcache_t;
3321
3322 static r_animcache_t r_animcachestate;
3323
3324 void R_AnimCache_Free(void)
3325 {
3326         int idx;
3327         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3328         {
3329                 r_animcachestate.entity[idx].maxvertices = 0;
3330                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3331                 r_animcachestate.entity[idx].vertex3f = NULL;
3332                 r_animcachestate.entity[idx].normal3f = NULL;
3333                 r_animcachestate.entity[idx].svector3f = NULL;
3334                 r_animcachestate.entity[idx].tvector3f = NULL;
3335         }
3336         r_animcachestate.currentindex = 0;
3337         r_animcachestate.maxindex = 0;
3338 }
3339
3340 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3341 {
3342         int arraySize;
3343         float *base;
3344         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3345
3346         if (cache->maxvertices >= numvertices)
3347                 return;
3348
3349         // Release existing memory
3350         if (cache->vertex3f)
3351                 Mem_Free(cache->vertex3f);
3352
3353         // Pad by 1024 verts
3354         cache->maxvertices = (numvertices + 1023) & ~1023;
3355         arraySize = cache->maxvertices * 3;
3356
3357         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3358         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3359         r_animcachestate.entity[cacheIdx].vertex3f = base;
3360         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3361         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3362         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3363
3364 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3365 }
3366
3367 void R_AnimCache_NewFrame(void)
3368 {
3369         int i;
3370
3371         if (r_animcache.integer && r_drawentities.integer)
3372                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3373         else if (r_animcachestate.maxindex)
3374                 R_AnimCache_Free();
3375
3376         r_animcachestate.currentindex = 0;
3377
3378         for (i = 0;i < r_refdef.scene.numentities;i++)
3379                 r_refdef.scene.entities[i]->animcacheindex = -1;
3380 }
3381
3382 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3383 {
3384         dp_model_t *model = ent->model;
3385         r_animcache_entity_t *c;
3386         // see if it's already cached this frame
3387         if (ent->animcacheindex >= 0)
3388         {
3389                 // add normals/tangents if needed
3390                 c = r_animcachestate.entity + ent->animcacheindex;
3391                 if (c->wantnormals)
3392                         wantnormals = false;
3393                 if (c->wanttangents)
3394                         wanttangents = false;
3395                 if (wantnormals || wanttangents)
3396                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3397         }
3398         else
3399         {
3400                 // see if this ent is worth caching
3401                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3402                         return false;
3403                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3404                         return false;
3405                 // assign it a cache entry and make sure the arrays are big enough
3406                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3407                 ent->animcacheindex = r_animcachestate.currentindex++;
3408                 c = r_animcachestate.entity + ent->animcacheindex;
3409                 c->wantnormals = wantnormals;
3410                 c->wanttangents = wanttangents;
3411                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3412         }
3413         return true;
3414 }
3415
3416 void R_AnimCache_CacheVisibleEntities(void)
3417 {
3418         int i;
3419         qboolean wantnormals;
3420         qboolean wanttangents;
3421
3422         if (!r_animcachestate.maxindex)
3423                 return;
3424
3425         wantnormals = !r_showsurfaces.integer;
3426         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3427
3428         // TODO: thread this?
3429
3430         for (i = 0;i < r_refdef.scene.numentities;i++)
3431         {
3432                 if (!r_refdef.viewcache.entityvisible[i])
3433                         continue;
3434                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3435         }
3436 }
3437
3438 //==================================================================================
3439
3440 static void R_View_UpdateEntityLighting (void)
3441 {
3442         int i;
3443         entity_render_t *ent;
3444         vec3_t tempdiffusenormal, avg;
3445         vec_t f, fa, fd, fdd;
3446
3447         for (i = 0;i < r_refdef.scene.numentities;i++)
3448         {
3449                 ent = r_refdef.scene.entities[i];
3450
3451                 // skip unseen models
3452                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3453                         continue;
3454
3455                 // skip bsp models
3456                 if (ent->model && ent->model->brush.num_leafs)
3457                 {
3458                         // TODO: use modellight for r_ambient settings on world?
3459                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3460                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3461                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3462                         continue;
3463                 }
3464
3465                 // fetch the lighting from the worldmodel data
3466                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3467                 VectorClear(ent->modellight_diffuse);
3468                 VectorClear(tempdiffusenormal);
3469                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3470                 {
3471                         vec3_t org;
3472                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3473                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3474                         if(ent->flags & RENDER_EQUALIZE)
3475                         {
3476                                 // first fix up ambient lighting...
3477                                 if(r_equalize_entities_minambient.value > 0)
3478                                 {
3479                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3480                                         if(fd > 0)
3481                                         {
3482                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3483                                                 if(fa < r_equalize_entities_minambient.value * fd)
3484                                                 {
3485                                                         // solve:
3486                                                         //   fa'/fd' = minambient
3487                                                         //   fa'+0.25*fd' = fa+0.25*fd
3488                                                         //   ...
3489                                                         //   fa' = fd' * minambient
3490                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3491                                                         //   ...
3492                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3493                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3494                                                         //   ...
3495                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3496                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3497                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3498                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3499                                                 }
3500                                         }
3501                                 }
3502
3503                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3504                                 {
3505                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3506                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3507                                         if(f > 0)
3508                                         {
3509                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3510                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3511                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3512                                         }
3513                                 }
3514                         }
3515                 }
3516                 else // highly rare
3517                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3518
3519                 // move the light direction into modelspace coordinates for lighting code
3520                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3521                 if(VectorLength2(ent->modellight_lightdir) == 0)
3522                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3523                 VectorNormalize(ent->modellight_lightdir);
3524         }
3525 }
3526
3527 #define MAX_LINEOFSIGHTTRACES 64
3528
3529 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3530 {
3531         int i;
3532         vec3_t boxmins, boxmaxs;
3533         vec3_t start;
3534         vec3_t end;
3535         dp_model_t *model = r_refdef.scene.worldmodel;
3536         
3537         if (!model || !model->brush.TraceLineOfSight)
3538                 return true;
3539
3540         // expand the box a little
3541         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3542         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3543         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3544         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3545         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3546         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3547
3548         // try center
3549         VectorCopy(eye, start);
3550         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3551         if (model->brush.TraceLineOfSight(model, start, end))
3552                 return true;
3553
3554         // try various random positions
3555         for (i = 0;i < numsamples;i++)
3556         {
3557                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3558                 if (model->brush.TraceLineOfSight(model, start, end))
3559                         return true;
3560         }
3561
3562         return false;
3563 }
3564
3565
3566 static void R_View_UpdateEntityVisible (void)
3567 {
3568         int i;
3569         int renderimask;
3570         int samples;
3571         entity_render_t *ent;
3572
3573         if (!r_drawentities.integer)
3574                 return;
3575
3576         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3577         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3578         {
3579                 // worldmodel can check visibility
3580                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3581                 for (i = 0;i < r_refdef.scene.numentities;i++)
3582                 {
3583                         ent = r_refdef.scene.entities[i];
3584                         if (!(ent->flags & renderimask))
3585                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3586                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3587                                 r_refdef.viewcache.entityvisible[i] = true;
3588                 }
3589                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3590                 {
3591                         for (i = 0;i < r_refdef.scene.numentities;i++)
3592                         {
3593                                 ent = r_refdef.scene.entities[i];
3594                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3595                                 {
3596                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3597                                         if (samples < 0)
3598                                                 continue; // temp entities do pvs only
3599                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3600                                                 ent->last_trace_visibility = realtime;
3601                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3602                                                 r_refdef.viewcache.entityvisible[i] = 0;
3603                                 }
3604                         }
3605                 }
3606         }
3607         else
3608         {
3609                 // no worldmodel or it can't check visibility
3610                 for (i = 0;i < r_refdef.scene.numentities;i++)
3611                 {
3612                         ent = r_refdef.scene.entities[i];
3613                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3614                 }
3615         }
3616 }
3617
3618 /// only used if skyrendermasked, and normally returns false
3619 int R_DrawBrushModelsSky (void)
3620 {
3621         int i, sky;
3622         entity_render_t *ent;
3623
3624         if (!r_drawentities.integer)
3625                 return false;
3626
3627         sky = false;
3628         for (i = 0;i < r_refdef.scene.numentities;i++)
3629         {
3630                 if (!r_refdef.viewcache.entityvisible[i])
3631                         continue;
3632                 ent = r_refdef.scene.entities[i];
3633                 if (!ent->model || !ent->model->DrawSky)
3634                         continue;
3635                 ent->model->DrawSky(ent);
3636                 sky = true;
3637         }
3638         return sky;
3639 }
3640
3641 static void R_DrawNoModel(entity_render_t *ent);
3642 static void R_DrawModels(void)
3643 {
3644         int i;
3645         entity_render_t *ent;
3646
3647         if (!r_drawentities.integer)
3648                 return;
3649
3650         for (i = 0;i < r_refdef.scene.numentities;i++)
3651         {
3652                 if (!r_refdef.viewcache.entityvisible[i])
3653                         continue;
3654                 ent = r_refdef.scene.entities[i];
3655                 r_refdef.stats.entities++;
3656                 if (ent->model && ent->model->Draw != NULL)
3657                         ent->model->Draw(ent);
3658                 else
3659                         R_DrawNoModel(ent);
3660         }
3661 }
3662
3663 static void R_DrawModelsDepth(void)
3664 {
3665         int i;
3666         entity_render_t *ent;
3667
3668         if (!r_drawentities.integer)
3669                 return;
3670
3671         for (i = 0;i < r_refdef.scene.numentities;i++)
3672         {
3673                 if (!r_refdef.viewcache.entityvisible[i])
3674                         continue;
3675                 ent = r_refdef.scene.entities[i];
3676                 if (ent->model && ent->model->DrawDepth != NULL)
3677                         ent->model->DrawDepth(ent);
3678         }
3679 }
3680
3681 static void R_DrawModelsDebug(void)
3682 {
3683         int i;
3684         entity_render_t *ent;
3685
3686         if (!r_drawentities.integer)
3687                 return;
3688
3689         for (i = 0;i < r_refdef.scene.numentities;i++)
3690         {
3691                 if (!r_refdef.viewcache.entityvisible[i])
3692                         continue;
3693                 ent = r_refdef.scene.entities[i];
3694                 if (ent->model && ent->model->DrawDebug != NULL)
3695                         ent->model->DrawDebug(ent);
3696         }
3697 }
3698
3699 static void R_DrawModelsAddWaterPlanes(void)
3700 {
3701         int i;
3702         entity_render_t *ent;
3703
3704         if (!r_drawentities.integer)
3705                 return;
3706
3707         for (i = 0;i < r_refdef.scene.numentities;i++)
3708         {
3709                 if (!r_refdef.viewcache.entityvisible[i])
3710                         continue;
3711                 ent = r_refdef.scene.entities[i];
3712                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3713                         ent->model->DrawAddWaterPlanes(ent);
3714         }
3715 }
3716
3717 static void R_DrawModelDecals_Entity(entity_render_t *ent);
3718 static void R_DecalSystem_ApplySplatEntitiesQueue(void);
3719 static void R_DrawModelDecals(void)
3720 {
3721         int i;
3722         entity_render_t *ent;
3723
3724         R_DecalSystem_ApplySplatEntitiesQueue();
3725
3726         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
3727
3728         if (!r_drawentities.integer || r_showsurfaces.integer)
3729                 return;
3730
3731         for (i = 0;i < r_refdef.scene.numentities;i++)
3732         {
3733                 if (!r_refdef.viewcache.entityvisible[i])
3734                         continue;
3735                 ent = r_refdef.scene.entities[i];
3736                 r_refdef.stats.entities++;
3737                 if (ent->decalsystem.numdecals)
3738                         R_DrawModelDecals_Entity(ent);
3739         }
3740 }
3741
3742 static void R_View_SetFrustum(void)
3743 {
3744         int i;
3745         double slopex, slopey;
3746         vec3_t forward, left, up, origin;
3747
3748         // we can't trust r_refdef.view.forward and friends in reflected scenes
3749         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3750
3751 #if 0
3752         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3753         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3754         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3755         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3756         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3757         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3758         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3759         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3760         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3761         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3762         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3763         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3764 #endif
3765
3766 #if 0
3767         zNear = r_refdef.nearclip;
3768         nudge = 1.0 - 1.0 / (1<<23);
3769         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3770         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3771         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3772         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3773         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3774         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3775         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3776         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3777 #endif
3778
3779
3780
3781 #if 0
3782         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3783         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3784         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3785         r_refdef.view.frustum[0].dist = m[15] - m[12];
3786
3787         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3788         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3789         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3790         r_refdef.view.frustum[1].dist = m[15] + m[12];
3791
3792         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3793         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3794         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3795         r_refdef.view.frustum[2].dist = m[15] - m[13];
3796
3797         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3798         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3799         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3800         r_refdef.view.frustum[3].dist = m[15] + m[13];
3801
3802         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3803         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3804         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3805         r_refdef.view.frustum[4].dist = m[15] - m[14];
3806
3807         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3808         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3809         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3810         r_refdef.view.frustum[5].dist = m[15] + m[14];
3811 #endif
3812
3813         if (r_refdef.view.useperspective)
3814         {
3815                 slopex = 1.0 / r_refdef.view.frustum_x;
3816                 slopey = 1.0 / r_refdef.view.frustum_y;
3817                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3818                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3819                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3820                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3821                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3822
3823                 // Leaving those out was a mistake, those were in the old code, and they
3824                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3825                 // I couldn't reproduce it after adding those normalizations. --blub
3826                 VectorNormalize(r_refdef.view.frustum[0].normal);
3827                 VectorNormalize(r_refdef.view.frustum[1].normal);
3828                 VectorNormalize(r_refdef.view.frustum[2].normal);
3829                 VectorNormalize(r_refdef.view.frustum[3].normal);
3830
3831                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3832                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3833                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3834                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3835                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3836
3837                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3838                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3839                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3840                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3841                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3842         }
3843         else
3844         {
3845                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3846                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3847                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3848                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3849                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3850                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3851                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3852                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3853                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3854                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3855         }
3856         r_refdef.view.numfrustumplanes = 5;
3857
3858         if (r_refdef.view.useclipplane)
3859         {
3860                 r_refdef.view.numfrustumplanes = 6;
3861                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3862         }
3863
3864         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3865                 PlaneClassify(r_refdef.view.frustum + i);
3866
3867         // LordHavoc: note to all quake engine coders, Quake had a special case
3868         // for 90 degrees which assumed a square view (wrong), so I removed it,
3869         // Quake2 has it disabled as well.
3870
3871         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3872         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3873         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3874         //PlaneClassify(&frustum[0]);
3875
3876         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3877         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3878         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3879         //PlaneClassify(&frustum[1]);
3880
3881         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3882         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3883         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3884         //PlaneClassify(&frustum[2]);
3885
3886         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3887         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3888         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3889         //PlaneClassify(&frustum[3]);
3890
3891         // nearclip plane
3892         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3893         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3894         //PlaneClassify(&frustum[4]);
3895 }
3896
3897 void R_View_Update(void)
3898 {
3899         R_Main_ResizeViewCache();
3900         R_View_SetFrustum();
3901         R_View_WorldVisibility(r_refdef.view.useclipplane);
3902         R_View_UpdateEntityVisible();
3903         R_View_UpdateEntityLighting();
3904 }
3905
3906 void R_SetupView(qboolean allowwaterclippingplane)
3907 {
3908         const double *customclipplane = NULL;
3909         double plane[4];
3910         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3911         {
3912                 // LordHavoc: couldn't figure out how to make this approach the
3913                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3914                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3915                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3916                         dist = r_refdef.view.clipplane.dist;
3917                 plane[0] = r_refdef.view.clipplane.normal[0];
3918                 plane[1] = r_refdef.view.clipplane.normal[1];
3919                 plane[2] = r_refdef.view.clipplane.normal[2];
3920                 plane[3] = dist;
3921                 customclipplane = plane;
3922         }
3923
3924         if (!r_refdef.view.useperspective)
3925                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3926         else if (gl_stencil && r_useinfinitefarclip.integer)
3927                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3928         else
3929                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3930         R_SetViewport(&r_refdef.view.viewport);
3931 }
3932
3933 void R_ResetViewRendering2D(void)
3934 {
3935         r_viewport_t viewport;
3936         DrawQ_Finish();
3937
3938         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3939         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3940         R_SetViewport(&viewport);
3941         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3942         GL_Color(1, 1, 1, 1);
3943         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3944         GL_BlendFunc(GL_ONE, GL_ZERO);
3945         GL_AlphaTest(false);
3946         GL_ScissorTest(false);
3947         GL_DepthMask(false);
3948         GL_DepthRange(0, 1);
3949         GL_DepthTest(false);
3950         R_Mesh_Matrix(&identitymatrix);
3951         R_Mesh_ResetTextureState();
3952         GL_PolygonOffset(0, 0);
3953         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3954         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3955         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3956         qglStencilMask(~0);CHECKGLERROR
3957         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3958         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3959         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3960         R_SetupGenericShader(true);
3961 }
3962
3963 void R_ResetViewRendering3D(void)
3964 {
3965         DrawQ_Finish();
3966
3967         R_SetupView(true);
3968         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3969         GL_Color(1, 1, 1, 1);
3970         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3971         GL_BlendFunc(GL_ONE, GL_ZERO);
3972         GL_AlphaTest(false);
3973         GL_ScissorTest(true);
3974         GL_DepthMask(true);
3975         GL_DepthRange(0, 1);
3976         GL_DepthTest(true);
3977         R_Mesh_Matrix(&identitymatrix);
3978         R_Mesh_ResetTextureState();
3979         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3980         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3981         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3982         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3983         qglStencilMask(~0);CHECKGLERROR
3984         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3985         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3986         GL_CullFace(r_refdef.view.cullface_back);
3987         R_SetupGenericShader(true);
3988 }
3989
3990 void R_RenderScene(void);
3991 void R_RenderWaterPlanes(void);
3992
3993 static void R_Water_StartFrame(void)
3994 {
3995         int i;
3996         int waterwidth, waterheight, texturewidth, textureheight;
3997         r_waterstate_waterplane_t *p;
3998
3999         // set waterwidth and waterheight to the water resolution that will be
4000         // used (often less than the screen resolution for faster rendering)
4001         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4002         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4003
4004         // calculate desired texture sizes
4005         // can't use water if the card does not support the texture size
4006         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4007                 texturewidth = textureheight = waterwidth = waterheight = 0;
4008         else if (gl_support_arb_texture_non_power_of_two)
4009         {
4010                 texturewidth = waterwidth;
4011                 textureheight = waterheight;
4012         }
4013         else
4014         {
4015                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4016                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4017         }
4018
4019         // allocate textures as needed
4020         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4021         {
4022                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4023                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4024                 {
4025                         if (p->texture_refraction)
4026                                 R_FreeTexture(p->texture_refraction);
4027                         p->texture_refraction = NULL;
4028                         if (p->texture_reflection)
4029                                 R_FreeTexture(p->texture_reflection);
4030                         p->texture_reflection = NULL;
4031                 }
4032                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4033                 r_waterstate.texturewidth = texturewidth;
4034                 r_waterstate.textureheight = textureheight;
4035         }
4036
4037         if (r_waterstate.texturewidth)
4038         {
4039                 r_waterstate.enabled = true;
4040
4041                 // when doing a reduced render (HDR) we want to use a smaller area
4042                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4043                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4044
4045                 // set up variables that will be used in shader setup
4046                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4047                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4048                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4049                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4050         }
4051
4052         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4053         r_waterstate.numwaterplanes = 0;
4054 }
4055
4056 void R_Water_AddWaterPlane(msurface_t *surface)
4057 {
4058         int triangleindex, planeindex;
4059         const int *e;
4060         vec3_t vert[3];
4061         vec3_t normal;
4062         vec3_t center;
4063         mplane_t plane;
4064         r_waterstate_waterplane_t *p;
4065         texture_t *t = R_GetCurrentTexture(surface->texture);
4066         // just use the first triangle with a valid normal for any decisions
4067         VectorClear(normal);
4068         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4069         {
4070                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4071                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4072                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4073                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4074                 if (VectorLength2(normal) >= 0.001)
4075                         break;
4076         }
4077
4078         VectorCopy(normal, plane.normal);
4079         VectorNormalize(plane.normal);
4080         plane.dist = DotProduct(vert[0], plane.normal);
4081         PlaneClassify(&plane);
4082         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4083         {
4084                 // skip backfaces (except if nocullface is set)
4085                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4086                         return;
4087                 VectorNegate(plane.normal, plane.normal);
4088                 plane.dist *= -1;
4089                 PlaneClassify(&plane);
4090         }
4091
4092
4093         // find a matching plane if there is one
4094         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4095                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4096                         break;
4097         if (planeindex >= r_waterstate.maxwaterplanes)
4098                 return; // nothing we can do, out of planes
4099
4100         // if this triangle does not fit any known plane rendered this frame, add one
4101         if (planeindex >= r_waterstate.numwaterplanes)
4102         {
4103                 // store the new plane
4104                 r_waterstate.numwaterplanes++;
4105                 p->plane = plane;
4106                 // clear materialflags and pvs
4107                 p->materialflags = 0;
4108                 p->pvsvalid = false;
4109         }
4110         // merge this surface's materialflags into the waterplane
4111         p->materialflags |= t->currentmaterialflags;
4112         // merge this surface's PVS into the waterplane
4113         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4114         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4115          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4116         {
4117                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4118                 p->pvsvalid = true;
4119         }
4120 }
4121
4122 static void R_Water_ProcessPlanes(void)
4123 {
4124         r_refdef_view_t originalview;
4125         r_refdef_view_t myview;
4126         int planeindex;
4127         r_waterstate_waterplane_t *p;
4128
4129         originalview = r_refdef.view;
4130
4131         // make sure enough textures are allocated
4132         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4133         {
4134                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4135                 {
4136                         if (!p->texture_refraction)
4137                                 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);
4138                         if (!p->texture_refraction)
4139                                 goto error;
4140                 }
4141
4142                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4143                 {
4144                         if (!p->texture_reflection)
4145                                 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);
4146                         if (!p->texture_reflection)
4147                                 goto error;
4148                 }
4149         }
4150
4151         // render views
4152         r_refdef.view = originalview;
4153         r_refdef.view.showdebug = false;
4154         r_refdef.view.width = r_waterstate.waterwidth;
4155         r_refdef.view.height = r_waterstate.waterheight;
4156         r_refdef.view.useclipplane = true;
4157         myview = r_refdef.view;
4158         r_waterstate.renderingscene = true;
4159         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4160         {
4161                 // render the normal view scene and copy into texture
4162                 // (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)
4163                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4164                 {
4165                         r_refdef.view = myview;
4166                         r_refdef.view.clipplane = p->plane;
4167                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4168                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4169                         PlaneClassify(&r_refdef.view.clipplane);
4170
4171                         R_ResetViewRendering3D();
4172                         R_ClearScreen(r_refdef.fogenabled);
4173                         R_View_Update();
4174                         R_RenderScene();
4175
4176                         // copy view into the screen texture
4177                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4178                         GL_ActiveTexture(0);
4179                         CHECKGLERROR
4180                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4181                 }
4182
4183                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4184                 {
4185                         r_refdef.view = myview;
4186                         // render reflected scene and copy into texture
4187                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4188                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4189                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4190                         r_refdef.view.clipplane = p->plane;
4191                         // reverse the cullface settings for this render
4192                         r_refdef.view.cullface_front = GL_FRONT;
4193                         r_refdef.view.cullface_back = GL_BACK;
4194                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4195                         {
4196                                 r_refdef.view.usecustompvs = true;
4197                                 if (p->pvsvalid)
4198                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4199                                 else
4200                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4201                         }
4202
4203                         R_ResetViewRendering3D();
4204                         R_ClearScreen(r_refdef.fogenabled);
4205                         R_View_Update();
4206                         R_RenderScene();
4207
4208                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4209                         GL_ActiveTexture(0);
4210                         CHECKGLERROR
4211                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4212                 }
4213         }
4214         r_waterstate.renderingscene = false;
4215         r_refdef.view = originalview;
4216         R_ResetViewRendering3D();
4217         R_ClearScreen(r_refdef.fogenabled);
4218         R_View_Update();
4219         return;
4220 error:
4221         r_refdef.view = originalview;
4222         r_waterstate.renderingscene = false;
4223         Cvar_SetValueQuick(&r_water, 0);
4224         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4225         return;
4226 }
4227
4228 void R_Bloom_StartFrame(void)
4229 {
4230         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4231
4232         // set bloomwidth and bloomheight to the bloom resolution that will be
4233         // used (often less than the screen resolution for faster rendering)
4234         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4235         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4236         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4237         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4238         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4239
4240         // calculate desired texture sizes
4241         if (gl_support_arb_texture_non_power_of_two)
4242         {
4243                 screentexturewidth = r_refdef.view.width;
4244                 screentextureheight = r_refdef.view.height;
4245                 bloomtexturewidth = r_bloomstate.bloomwidth;
4246                 bloomtextureheight = r_bloomstate.bloomheight;
4247         }
4248         else
4249         {
4250                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4251                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4252                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4253                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4254         }
4255
4256         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4257         {
4258                 Cvar_SetValueQuick(&r_hdr, 0);
4259                 Cvar_SetValueQuick(&r_bloom, 0);
4260                 Cvar_SetValueQuick(&r_motionblur, 0);
4261                 Cvar_SetValueQuick(&r_damageblur, 0);
4262         }
4263
4264         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4265                 screentexturewidth = screentextureheight = 0;
4266         if (!r_hdr.integer && !r_bloom.integer)
4267                 bloomtexturewidth = bloomtextureheight = 0;
4268
4269         // allocate textures as needed
4270         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4271         {
4272                 if (r_bloomstate.texture_screen)
4273                         R_FreeTexture(r_bloomstate.texture_screen);
4274                 r_bloomstate.texture_screen = NULL;
4275                 r_bloomstate.screentexturewidth = screentexturewidth;
4276                 r_bloomstate.screentextureheight = screentextureheight;
4277                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4278                         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);
4279         }
4280         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4281         {
4282                 if (r_bloomstate.texture_bloom)
4283                         R_FreeTexture(r_bloomstate.texture_bloom);
4284                 r_bloomstate.texture_bloom = NULL;
4285                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4286                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4287                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4288                         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);
4289         }
4290
4291         // when doing a reduced render (HDR) we want to use a smaller area
4292         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4293         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4294         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4295         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4296         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4297
4298         // set up a texcoord array for the full resolution screen image
4299         // (we have to keep this around to copy back during final render)
4300         r_bloomstate.screentexcoord2f[0] = 0;
4301         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4302         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4303         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4304         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4305         r_bloomstate.screentexcoord2f[5] = 0;
4306         r_bloomstate.screentexcoord2f[6] = 0;
4307         r_bloomstate.screentexcoord2f[7] = 0;
4308
4309         // set up a texcoord array for the reduced resolution bloom image
4310         // (which will be additive blended over the screen image)
4311         r_bloomstate.bloomtexcoord2f[0] = 0;
4312         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4313         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4314         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4315         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4316         r_bloomstate.bloomtexcoord2f[5] = 0;
4317         r_bloomstate.bloomtexcoord2f[6] = 0;
4318         r_bloomstate.bloomtexcoord2f[7] = 0;
4319
4320         if (r_hdr.integer || r_bloom.integer)
4321         {
4322                 r_bloomstate.enabled = true;
4323                 r_bloomstate.hdr = r_hdr.integer != 0;
4324         }
4325
4326         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4327 }
4328
4329 void R_Bloom_CopyBloomTexture(float colorscale)
4330 {
4331         r_refdef.stats.bloom++;
4332
4333         // scale down screen texture to the bloom texture size
4334         CHECKGLERROR
4335         R_SetViewport(&r_bloomstate.viewport);
4336         GL_BlendFunc(GL_ONE, GL_ZERO);
4337         GL_Color(colorscale, colorscale, colorscale, 1);
4338         // TODO: optimize with multitexture or GLSL
4339         R_SetupGenericShader(true);
4340         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4341         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4342         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4343         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4344
4345         // we now have a bloom image in the framebuffer
4346         // copy it into the bloom image texture for later processing
4347         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4348         GL_ActiveTexture(0);
4349         CHECKGLERROR
4350         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4351         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4352 }
4353
4354 void R_Bloom_CopyHDRTexture(void)
4355 {
4356         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4357         GL_ActiveTexture(0);
4358         CHECKGLERROR
4359         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4360         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4361 }
4362
4363 void R_Bloom_MakeTexture(void)
4364 {
4365         int x, range, dir;
4366         float xoffset, yoffset, r, brighten;
4367
4368         r_refdef.stats.bloom++;
4369
4370         R_ResetViewRendering2D();
4371         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4372         R_Mesh_ColorPointer(NULL, 0, 0);
4373         R_SetupGenericShader(true);
4374
4375         // we have a bloom image in the framebuffer
4376         CHECKGLERROR
4377         R_SetViewport(&r_bloomstate.viewport);
4378
4379         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4380         {
4381                 x *= 2;
4382                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4383                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4384                 GL_Color(r, r, r, 1);
4385                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4386                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4387                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4388                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4389
4390                 // copy the vertically blurred bloom view to a texture
4391                 GL_ActiveTexture(0);
4392                 CHECKGLERROR
4393                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4394                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4395         }
4396
4397         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4398         brighten = r_bloom_brighten.value;
4399         if (r_hdr.integer)
4400                 brighten *= r_hdr_range.value;
4401         brighten = sqrt(brighten);
4402         if(range >= 1)
4403                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4404         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4405         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4406
4407         for (dir = 0;dir < 2;dir++)
4408         {
4409                 // blend on at multiple vertical offsets to achieve a vertical blur
4410                 // TODO: do offset blends using GLSL
4411                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4412                 GL_BlendFunc(GL_ONE, GL_ZERO);
4413                 for (x = -range;x <= range;x++)
4414                 {
4415                         if (!dir){xoffset = 0;yoffset = x;}
4416                         else {xoffset = x;yoffset = 0;}
4417                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4418                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4419                         // compute a texcoord array with the specified x and y offset
4420                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4421                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4422                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4423                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4424                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4425                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4426                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4427                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4428                         // this r value looks like a 'dot' particle, fading sharply to
4429                         // black at the edges
4430                         // (probably not realistic but looks good enough)
4431                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4432                         //r = brighten/(range*2+1);
4433                         r = brighten / (range * 2 + 1);
4434                         if(range >= 1)
4435                                 r *= (1 - x*x/(float)(range*range));
4436                         GL_Color(r, r, r, 1);
4437                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4438                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4439                         GL_BlendFunc(GL_ONE, GL_ONE);
4440                 }
4441
4442                 // copy the vertically blurred bloom view to a texture
4443                 GL_ActiveTexture(0);
4444                 CHECKGLERROR
4445                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4446                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4447         }
4448
4449         // apply subtract last
4450         // (just like it would be in a GLSL shader)
4451         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4452         {
4453                 GL_BlendFunc(GL_ONE, GL_ZERO);
4454                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4455                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4456                 GL_Color(1, 1, 1, 1);
4457                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4458                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4459
4460                 GL_BlendFunc(GL_ONE, GL_ONE);
4461                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4462                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4463                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4464                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4465                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4466                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4467                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4468
4469                 // copy the darkened bloom view to a texture
4470                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4471                 GL_ActiveTexture(0);
4472                 CHECKGLERROR
4473                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4474                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4475         }
4476 }
4477
4478 void R_HDR_RenderBloomTexture(void)
4479 {
4480         int oldwidth, oldheight;
4481         float oldcolorscale;
4482
4483         oldcolorscale = r_refdef.view.colorscale;
4484         oldwidth = r_refdef.view.width;
4485         oldheight = r_refdef.view.height;
4486         r_refdef.view.width = r_bloomstate.bloomwidth;
4487         r_refdef.view.height = r_bloomstate.bloomheight;
4488
4489         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4490         // TODO: add exposure compensation features
4491         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4492
4493         r_refdef.view.showdebug = false;
4494         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4495
4496         R_ResetViewRendering3D();
4497
4498         R_ClearScreen(r_refdef.fogenabled);
4499         if (r_timereport_active)
4500                 R_TimeReport("HDRclear");
4501
4502         R_View_Update();
4503         if (r_timereport_active)
4504                 R_TimeReport("visibility");
4505
4506         // only do secondary renders with HDR if r_hdr is 2 or higher
4507         r_waterstate.numwaterplanes = 0;
4508         if (r_waterstate.enabled && r_hdr.integer >= 2)
4509                 R_RenderWaterPlanes();
4510
4511         r_refdef.view.showdebug = true;
4512         R_RenderScene();
4513         r_waterstate.numwaterplanes = 0;
4514
4515         R_ResetViewRendering2D();
4516
4517         R_Bloom_CopyHDRTexture();
4518         R_Bloom_MakeTexture();
4519
4520         // restore the view settings
4521         r_refdef.view.width = oldwidth;
4522         r_refdef.view.height = oldheight;
4523         r_refdef.view.colorscale = oldcolorscale;
4524
4525         R_ResetViewRendering3D();
4526
4527         R_ClearScreen(r_refdef.fogenabled);
4528         if (r_timereport_active)
4529                 R_TimeReport("viewclear");
4530 }
4531
4532 static void R_BlendView(void)
4533 {
4534         if (r_bloomstate.texture_screen)
4535         {
4536                 // make sure the buffer is available
4537                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4538
4539                 R_ResetViewRendering2D();
4540                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4541                 R_Mesh_ColorPointer(NULL, 0, 0);
4542                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4543                 GL_ActiveTexture(0);CHECKGLERROR
4544
4545                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4546                 {  
4547                         // declare variables
4548                         float speed;
4549                         static float avgspeed;
4550
4551                         speed = VectorLength(cl.movement_velocity);
4552
4553                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4554                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4555
4556                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4557                         speed = bound(0, speed, 1);
4558                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4559
4560                         // calculate values into a standard alpha
4561                         cl.motionbluralpha = 1 - exp(-
4562                                         (
4563                                          (r_motionblur.value * speed / 80)
4564                                          +
4565                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4566                                         )
4567                                         /
4568                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4569                                    );
4570
4571                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4572                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4573                         // apply the blur
4574                         if (cl.motionbluralpha > 0)
4575                         {
4576                                 R_SetupGenericShader(true);
4577                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4578                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4579                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4580                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4581                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4582                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4583                         }
4584                 }
4585
4586                 // copy view into the screen texture
4587                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4588                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4589         }
4590
4591         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4592         {
4593                 unsigned int permutation =
4594                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4595                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4596                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4597                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4598                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4599
4600                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4601                 {
4602                         // render simple bloom effect
4603                         // copy the screen and shrink it and darken it for the bloom process
4604                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4605                         // make the bloom texture
4606                         R_Bloom_MakeTexture();
4607                 }
4608
4609                 R_ResetViewRendering2D();
4610                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4611                 R_Mesh_ColorPointer(NULL, 0, 0);
4612                 GL_Color(1, 1, 1, 1);
4613                 GL_BlendFunc(GL_ONE, GL_ZERO);
4614                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4615                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4616                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4617                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4618                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4619                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4620                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4621                 if (r_glsl_permutation->loc_TintColor >= 0)
4622                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4623                 if (r_glsl_permutation->loc_ClientTime >= 0)
4624                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4625                 if (r_glsl_permutation->loc_PixelSize >= 0)
4626                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4627                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4628                 {
4629                         float a=0, b=0, c=0, d=0;
4630 #if _MSC_VER >= 1400
4631 #define sscanf sscanf_s
4632 #endif
4633                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4634                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4635                 }
4636                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4637                 {
4638                         float a=0, b=0, c=0, d=0;
4639                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4640                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4641                 }
4642                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4643                 {
4644                         float a=0, b=0, c=0, d=0;
4645                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4646                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4647                 }
4648                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4649                 {
4650                         float a=0, b=0, c=0, d=0;
4651                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4652                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4653                 }
4654                 if (r_glsl_permutation->loc_Saturation >= 0)
4655                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4656                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4657                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4658                 return;
4659         }
4660
4661
4662
4663         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4664         {
4665                 // render high dynamic range bloom effect
4666                 // the bloom texture was made earlier this render, so we just need to
4667                 // blend it onto the screen...
4668                 R_ResetViewRendering2D();
4669                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4670                 R_Mesh_ColorPointer(NULL, 0, 0);
4671                 R_SetupGenericShader(true);
4672                 GL_Color(1, 1, 1, 1);
4673                 GL_BlendFunc(GL_ONE, GL_ONE);
4674                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4675                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4676                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4677                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4678         }
4679         else if (r_bloomstate.texture_bloom)
4680         {
4681                 // render simple bloom effect
4682                 // copy the screen and shrink it and darken it for the bloom process
4683                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4684                 // make the bloom texture
4685                 R_Bloom_MakeTexture();
4686                 // put the original screen image back in place and blend the bloom
4687                 // texture on it
4688                 R_ResetViewRendering2D();
4689                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4690                 R_Mesh_ColorPointer(NULL, 0, 0);
4691                 GL_Color(1, 1, 1, 1);
4692                 GL_BlendFunc(GL_ONE, GL_ZERO);
4693                 // do both in one pass if possible
4694                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4695                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4696                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4697                 {
4698                         R_SetupGenericTwoTextureShader(GL_ADD);
4699                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4700                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4701                 }
4702                 else
4703                 {
4704                         R_SetupGenericShader(true);
4705                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4706                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4707                         // now blend on the bloom texture
4708                         GL_BlendFunc(GL_ONE, GL_ONE);
4709                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4710                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4711                 }
4712                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4713                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4714         }
4715         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4716         {
4717                 // apply a color tint to the whole view
4718                 R_ResetViewRendering2D();
4719                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4720                 R_Mesh_ColorPointer(NULL, 0, 0);
4721                 R_SetupGenericShader(false);
4722                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4723                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4724                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4725         }
4726 }
4727
4728 matrix4x4_t r_waterscrollmatrix;
4729
4730 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4731 {
4732         if (r_refdef.fog_density)
4733         {
4734                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4735                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4736                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4737
4738                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4739                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4740                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4741                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4742
4743                 {
4744                         vec3_t fogvec;
4745                         VectorCopy(r_refdef.fogcolor, fogvec);
4746                         //   color.rgb *= ContrastBoost * SceneBrightness;
4747                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4748                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4749                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4750                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4751                 }
4752         }
4753 }
4754
4755 void R_UpdateVariables(void)
4756 {
4757         R_Textures_Frame();
4758
4759         r_refdef.scene.ambient = r_ambient.value;
4760
4761         r_refdef.farclip = r_farclip_base.value;
4762         if (r_refdef.scene.worldmodel)
4763                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4764         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4765
4766         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4767                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4768         r_refdef.polygonfactor = 0;
4769         r_refdef.polygonoffset = 0;
4770         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4771         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4772
4773         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4774         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4775         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4776         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4777         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4778         if (r_showsurfaces.integer)
4779         {
4780                 r_refdef.scene.rtworld = false;
4781                 r_refdef.scene.rtworldshadows = false;
4782                 r_refdef.scene.rtdlight = false;
4783                 r_refdef.scene.rtdlightshadows = false;
4784                 r_refdef.lightmapintensity = 0;
4785         }
4786
4787         if (gamemode == GAME_NEHAHRA)
4788         {
4789                 if (gl_fogenable.integer)
4790                 {
4791                         r_refdef.oldgl_fogenable = true;
4792                         r_refdef.fog_density = gl_fogdensity.value;
4793                         r_refdef.fog_red = gl_fogred.value;
4794                         r_refdef.fog_green = gl_foggreen.value;
4795                         r_refdef.fog_blue = gl_fogblue.value;
4796                         r_refdef.fog_alpha = 1;
4797                         r_refdef.fog_start = 0;
4798                         r_refdef.fog_end = gl_skyclip.value;
4799                         r_refdef.fog_height = 1<<30;
4800                         r_refdef.fog_fadedepth = 128;
4801                 }
4802                 else if (r_refdef.oldgl_fogenable)
4803                 {
4804                         r_refdef.oldgl_fogenable = false;
4805                         r_refdef.fog_density = 0;
4806                         r_refdef.fog_red = 0;
4807                         r_refdef.fog_green = 0;
4808                         r_refdef.fog_blue = 0;
4809                         r_refdef.fog_alpha = 0;
4810                         r_refdef.fog_start = 0;
4811                         r_refdef.fog_end = 0;
4812                         r_refdef.fog_height = 1<<30;
4813                         r_refdef.fog_fadedepth = 128;
4814                 }
4815         }
4816
4817         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4818         r_refdef.fog_start = max(0, r_refdef.fog_start);
4819         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4820
4821         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4822
4823         if (r_refdef.fog_density && r_drawfog.integer)
4824         {
4825                 r_refdef.fogenabled = true;
4826                 // this is the point where the fog reaches 0.9986 alpha, which we
4827                 // consider a good enough cutoff point for the texture
4828                 // (0.9986 * 256 == 255.6)
4829                 if (r_fog_exp2.integer)
4830                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4831                 else
4832                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4833                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4834                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4835                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4836                 // fog color was already set
4837                 // update the fog texture
4838                 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)
4839                         R_BuildFogTexture();
4840         }
4841         else
4842                 r_refdef.fogenabled = false;
4843
4844         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4845         {
4846                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4847                 {
4848                         // build GLSL gamma texture
4849 #define RAMPWIDTH 256
4850                         unsigned short ramp[RAMPWIDTH * 3];
4851                         unsigned char rampbgr[RAMPWIDTH][4];
4852                         int i;
4853
4854                         r_texture_gammaramps_serial = vid_gammatables_serial;
4855
4856                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4857                         for(i = 0; i < RAMPWIDTH; ++i)
4858                         {
4859                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4860                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4861                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4862                                 rampbgr[i][3] = 0;
4863                         }
4864                         if (r_texture_gammaramps)
4865                         {
4866                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4867                         }
4868                         else
4869                         {
4870                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4871                         }
4872                 }
4873         }
4874         else
4875         {
4876                 // remove GLSL gamma texture
4877         }
4878 }
4879
4880 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4881 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4882 /*
4883 ================
4884 R_SelectScene
4885 ================
4886 */
4887 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4888         if( scenetype != r_currentscenetype ) {
4889                 // store the old scenetype
4890                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4891                 r_currentscenetype = scenetype;
4892                 // move in the new scene
4893                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4894         }
4895 }
4896
4897 /*
4898 ================
4899 R_GetScenePointer
4900 ================
4901 */
4902 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4903 {
4904         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4905         if( scenetype == r_currentscenetype ) {
4906                 return &r_refdef.scene;
4907         } else {
4908                 return &r_scenes_store[ scenetype ];
4909         }
4910 }
4911
4912 /*
4913 ================
4914 R_RenderView
4915 ================
4916 */
4917 void R_RenderView(void)
4918 {
4919         if (r_timereport_active)
4920                 R_TimeReport("start");
4921         r_frame++; // used only by R_GetCurrentTexture
4922         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4923
4924         R_AnimCache_NewFrame();
4925
4926         if (r_refdef.view.isoverlay)
4927         {
4928                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4929                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4930                 R_TimeReport("depthclear");
4931
4932                 r_refdef.view.showdebug = false;
4933
4934                 r_waterstate.enabled = false;
4935                 r_waterstate.numwaterplanes = 0;
4936
4937                 R_RenderScene();
4938
4939                 CHECKGLERROR
4940                 return;
4941         }
4942
4943         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4944                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4945
4946         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4947
4948         // break apart the view matrix into vectors for various purposes
4949         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4950         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4951         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4952         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4953         // make an inverted copy of the view matrix for tracking sprites
4954         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4955
4956         R_Shadow_UpdateWorldLightSelection();
4957
4958         R_Bloom_StartFrame();
4959         R_Water_StartFrame();
4960
4961         CHECKGLERROR
4962         if (r_timereport_active)
4963                 R_TimeReport("viewsetup");
4964
4965         R_ResetViewRendering3D();
4966
4967         if (r_refdef.view.clear || r_refdef.fogenabled)
4968         {
4969                 R_ClearScreen(r_refdef.fogenabled);
4970                 if (r_timereport_active)
4971                         R_TimeReport("viewclear");
4972         }
4973         r_refdef.view.clear = true;
4974
4975         // this produces a bloom texture to be used in R_BlendView() later
4976         if (r_hdr.integer)
4977                 R_HDR_RenderBloomTexture();
4978
4979         r_refdef.view.showdebug = true;
4980
4981         R_View_Update();
4982         if (r_timereport_active)
4983                 R_TimeReport("visibility");
4984
4985         r_waterstate.numwaterplanes = 0;
4986         if (r_waterstate.enabled)
4987                 R_RenderWaterPlanes();
4988
4989         R_RenderScene();
4990         r_waterstate.numwaterplanes = 0;
4991
4992         R_BlendView();
4993         if (r_timereport_active)
4994                 R_TimeReport("blendview");
4995
4996         GL_Scissor(0, 0, vid.width, vid.height);
4997         GL_ScissorTest(false);
4998         CHECKGLERROR
4999 }
5000
5001 void R_RenderWaterPlanes(void)
5002 {
5003         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5004         {
5005                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5006                 if (r_timereport_active)
5007                         R_TimeReport("waterworld");
5008         }
5009
5010         // don't let sound skip if going slow
5011         if (r_refdef.scene.extraupdate)
5012                 S_ExtraUpdate ();
5013
5014         R_DrawModelsAddWaterPlanes();
5015         if (r_timereport_active)
5016                 R_TimeReport("watermodels");
5017
5018         if (r_waterstate.numwaterplanes)
5019         {
5020                 R_Water_ProcessPlanes();
5021                 if (r_timereport_active)
5022                         R_TimeReport("waterscenes");
5023         }
5024 }
5025
5026 extern void R_DrawLightningBeams (void);
5027 extern void VM_CL_AddPolygonsToMeshQueue (void);
5028 extern void R_DrawPortals (void);
5029 extern cvar_t cl_locs_show;
5030 static void R_DrawLocs(void);
5031 static void R_DrawEntityBBoxes(void);
5032 extern cvar_t cl_decals_newsystem;
5033 void R_RenderScene(void)
5034 {
5035         r_refdef.stats.renders++;
5036
5037         R_UpdateFogColor();
5038
5039         // don't let sound skip if going slow
5040         if (r_refdef.scene.extraupdate)
5041                 S_ExtraUpdate ();
5042
5043         R_MeshQueue_BeginScene();
5044
5045         R_SkyStartFrame();
5046
5047         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);
5048
5049         if (cl.csqc_vidvars.drawworld)
5050         {
5051                 // don't let sound skip if going slow
5052                 if (r_refdef.scene.extraupdate)
5053                         S_ExtraUpdate ();
5054
5055                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5056                 {
5057                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5058                         if (r_timereport_active)
5059                                 R_TimeReport("worldsky");
5060                 }
5061
5062                 if (R_DrawBrushModelsSky() && r_timereport_active)
5063                         R_TimeReport("bmodelsky");
5064
5065                 if (skyrendermasked && skyrenderlater)
5066                 {
5067                         // we have to force off the water clipping plane while rendering sky
5068                         R_SetupView(false);
5069                         R_Sky();
5070                         R_SetupView(true);
5071                 }
5072         }
5073
5074         R_AnimCache_CacheVisibleEntities();
5075
5076         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5077         {
5078                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5079                 if (r_timereport_active)
5080                         R_TimeReport("worlddepth");
5081         }
5082         if (r_depthfirst.integer >= 2)
5083         {
5084                 R_DrawModelsDepth();
5085                 if (r_timereport_active)
5086                         R_TimeReport("modeldepth");
5087         }
5088
5089         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5090         {
5091                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5092                 if (r_timereport_active)
5093                         R_TimeReport("world");
5094         }
5095
5096         // don't let sound skip if going slow
5097         if (r_refdef.scene.extraupdate)
5098                 S_ExtraUpdate ();
5099
5100         R_DrawModels();
5101         if (r_timereport_active)
5102                 R_TimeReport("models");
5103
5104         // don't let sound skip if going slow
5105         if (r_refdef.scene.extraupdate)
5106                 S_ExtraUpdate ();
5107
5108         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5109         {
5110                 R_DrawModelShadows();
5111                 R_ResetViewRendering3D();
5112                 // don't let sound skip if going slow
5113                 if (r_refdef.scene.extraupdate)
5114                         S_ExtraUpdate ();
5115         }
5116
5117         R_ShadowVolumeLighting(false);
5118         if (r_timereport_active)
5119                 R_TimeReport("rtlights");
5120
5121         // don't let sound skip if going slow
5122         if (r_refdef.scene.extraupdate)
5123                 S_ExtraUpdate ();
5124
5125         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5126         {
5127                 R_DrawModelShadows();
5128                 R_ResetViewRendering3D();
5129                 // don't let sound skip if going slow
5130                 if (r_refdef.scene.extraupdate)
5131                         S_ExtraUpdate ();
5132         }
5133
5134         if (cl.csqc_vidvars.drawworld)
5135         {
5136                 if (cl_decals_newsystem.integer)
5137                 {
5138                         R_DrawModelDecals();
5139                         if (r_timereport_active)
5140                                 R_TimeReport("modeldecals");
5141                 }
5142                 else
5143                 {
5144                         R_DrawDecals();
5145                         if (r_timereport_active)
5146                                 R_TimeReport("decals");
5147                 }
5148
5149                 R_DrawParticles();
5150                 if (r_timereport_active)
5151                         R_TimeReport("particles");
5152
5153                 R_DrawExplosions();
5154                 if (r_timereport_active)
5155                         R_TimeReport("explosions");
5156
5157                 R_DrawLightningBeams();
5158                 if (r_timereport_active)
5159                         R_TimeReport("lightning");
5160         }
5161
5162         R_SetupGenericShader(true);
5163         VM_CL_AddPolygonsToMeshQueue();
5164
5165         if (r_refdef.view.showdebug)
5166         {
5167                 if (cl_locs_show.integer)
5168                 {
5169                         R_DrawLocs();
5170                         if (r_timereport_active)
5171                                 R_TimeReport("showlocs");
5172                 }
5173
5174                 if (r_drawportals.integer)
5175                 {
5176                         R_DrawPortals();
5177                         if (r_timereport_active)
5178                                 R_TimeReport("portals");
5179                 }
5180
5181                 if (r_showbboxes.value > 0)
5182                 {
5183                         R_DrawEntityBBoxes();
5184                         if (r_timereport_active)
5185                                 R_TimeReport("bboxes");
5186                 }
5187         }
5188
5189         R_SetupGenericShader(true);
5190         R_MeshQueue_RenderTransparent();
5191         if (r_timereport_active)
5192                 R_TimeReport("drawtrans");
5193
5194         R_SetupGenericShader(true);
5195
5196         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))
5197         {
5198                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5199                 if (r_timereport_active)
5200                         R_TimeReport("worlddebug");
5201                 R_DrawModelsDebug();
5202                 if (r_timereport_active)
5203                         R_TimeReport("modeldebug");
5204         }
5205
5206         R_SetupGenericShader(true);
5207
5208         if (cl.csqc_vidvars.drawworld)
5209         {
5210                 R_DrawCoronas();
5211                 if (r_timereport_active)
5212                         R_TimeReport("coronas");
5213         }
5214
5215         // don't let sound skip if going slow
5216         if (r_refdef.scene.extraupdate)
5217                 S_ExtraUpdate ();
5218
5219         R_ResetViewRendering2D();
5220 }
5221
5222 static const unsigned short bboxelements[36] =
5223 {
5224         5, 1, 3, 5, 3, 7,
5225         6, 2, 0, 6, 0, 4,
5226         7, 3, 2, 7, 2, 6,
5227         4, 0, 1, 4, 1, 5,
5228         4, 5, 7, 4, 7, 6,
5229         1, 0, 2, 1, 2, 3,
5230 };
5231
5232 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5233 {
5234         int i;
5235         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5236
5237         RSurf_ActiveWorldEntity();
5238
5239         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5240         GL_DepthMask(false);
5241         GL_DepthRange(0, 1);
5242         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5243         R_Mesh_ResetTextureState();
5244
5245         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5246         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5247         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5248         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5249         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5250         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5251         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5252         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5253         R_FillColors(color4f, 8, cr, cg, cb, ca);
5254         if (r_refdef.fogenabled)
5255         {
5256                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5257                 {
5258                         f1 = RSurf_FogVertex(v);
5259                         f2 = 1 - f1;
5260                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5261                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5262                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5263                 }
5264         }
5265         R_Mesh_VertexPointer(vertex3f, 0, 0);
5266         R_Mesh_ColorPointer(color4f, 0, 0);
5267         R_Mesh_ResetTextureState();
5268         R_SetupGenericShader(false);
5269         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5270 }
5271
5272 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5273 {
5274         int i;
5275         float color[4];
5276         prvm_edict_t *edict;
5277         prvm_prog_t *prog_save = prog;
5278
5279         // this function draws bounding boxes of server entities
5280         if (!sv.active)
5281                 return;
5282
5283         GL_CullFace(GL_NONE);
5284         R_SetupGenericShader(false);
5285
5286         prog = 0;
5287         SV_VM_Begin();
5288         for (i = 0;i < numsurfaces;i++)
5289         {
5290                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5291                 switch ((int)edict->fields.server->solid)
5292                 {
5293                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5294                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5295                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5296                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5297                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5298                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5299                 }
5300                 color[3] *= r_showbboxes.value;
5301                 color[3] = bound(0, color[3], 1);
5302                 GL_DepthTest(!r_showdisabledepthtest.integer);
5303                 GL_CullFace(r_refdef.view.cullface_front);
5304                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5305         }
5306         SV_VM_End();
5307         prog = prog_save;
5308 }
5309
5310 static void R_DrawEntityBBoxes(void)
5311 {
5312         int i;
5313         prvm_edict_t *edict;
5314         vec3_t center;
5315         prvm_prog_t *prog_save = prog;
5316
5317         // this function draws bounding boxes of server entities
5318         if (!sv.active)
5319                 return;
5320
5321         prog = 0;
5322         SV_VM_Begin();
5323         for (i = 0;i < prog->num_edicts;i++)
5324         {
5325                 edict = PRVM_EDICT_NUM(i);
5326                 if (edict->priv.server->free)
5327                         continue;
5328                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5329                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5330                         continue;
5331                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5332                         continue;
5333                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5334                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5335         }
5336         SV_VM_End();
5337         prog = prog_save;
5338 }
5339
5340 static const int nomodelelement3i[24] =
5341 {
5342         5, 2, 0,
5343         5, 1, 2,
5344         5, 0, 3,
5345         5, 3, 1,
5346         0, 2, 4,
5347         2, 1, 4,
5348         3, 0, 4,
5349         1, 3, 4
5350 };
5351
5352 static const unsigned short nomodelelement3s[24] =
5353 {
5354         5, 2, 0,
5355         5, 1, 2,
5356         5, 0, 3,
5357         5, 3, 1,
5358         0, 2, 4,
5359         2, 1, 4,
5360         3, 0, 4,
5361         1, 3, 4
5362 };
5363
5364 static const float nomodelvertex3f[6*3] =
5365 {
5366         -16,   0,   0,
5367          16,   0,   0,
5368           0, -16,   0,
5369           0,  16,   0,
5370           0,   0, -16,
5371           0,   0,  16
5372 };
5373
5374 static const float nomodelcolor4f[6*4] =
5375 {
5376         0.0f, 0.0f, 0.5f, 1.0f,
5377         0.0f, 0.0f, 0.5f, 1.0f,
5378         0.0f, 0.5f, 0.0f, 1.0f,
5379         0.0f, 0.5f, 0.0f, 1.0f,
5380         0.5f, 0.0f, 0.0f, 1.0f,
5381         0.5f, 0.0f, 0.0f, 1.0f
5382 };
5383
5384 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5385 {
5386         int i;
5387         float f1, f2, *c;
5388         float color4f[6*4];
5389
5390         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5391
5392         // this is only called once per entity so numsurfaces is always 1, and
5393         // surfacelist is always {0}, so this code does not handle batches
5394
5395         if (rsurface.ent_flags & RENDER_ADDITIVE)
5396         {
5397                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5398                 GL_DepthMask(false);
5399         }
5400         else if (rsurface.ent_color[3] < 1)
5401         {
5402                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5403                 GL_DepthMask(false);
5404         }
5405         else
5406         {
5407                 GL_BlendFunc(GL_ONE, GL_ZERO);
5408                 GL_DepthMask(true);
5409         }
5410         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5411         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5412         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5413         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5414         R_SetupGenericShader(false);
5415         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5416         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5417         R_Mesh_ColorPointer(color4f, 0, 0);
5418         for (i = 0, c = color4f;i < 6;i++, c += 4)
5419         {
5420                 c[0] *= rsurface.ent_color[0];
5421                 c[1] *= rsurface.ent_color[1];
5422                 c[2] *= rsurface.ent_color[2];
5423                 c[3] *= rsurface.ent_color[3];
5424         }
5425         if (r_refdef.fogenabled)
5426         {
5427                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5428                 {
5429                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5430                         f2 = 1 - f1;
5431                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5432                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5433                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5434                 }
5435         }
5436         R_Mesh_ResetTextureState();
5437         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5438 }
5439
5440 void R_DrawNoModel(entity_render_t *ent)
5441 {
5442         vec3_t org;
5443         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5444         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5445                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5446         else
5447                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5448 }
5449
5450 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5451 {
5452         vec3_t right1, right2, diff, normal;
5453
5454         VectorSubtract (org2, org1, normal);
5455
5456         // calculate 'right' vector for start
5457         VectorSubtract (r_refdef.view.origin, org1, diff);
5458         CrossProduct (normal, diff, right1);
5459         VectorNormalize (right1);
5460
5461         // calculate 'right' vector for end
5462         VectorSubtract (r_refdef.view.origin, org2, diff);
5463         CrossProduct (normal, diff, right2);
5464         VectorNormalize (right2);
5465
5466         vert[ 0] = org1[0] + width * right1[0];
5467         vert[ 1] = org1[1] + width * right1[1];
5468         vert[ 2] = org1[2] + width * right1[2];
5469         vert[ 3] = org1[0] - width * right1[0];
5470         vert[ 4] = org1[1] - width * right1[1];
5471         vert[ 5] = org1[2] - width * right1[2];
5472         vert[ 6] = org2[0] - width * right2[0];
5473         vert[ 7] = org2[1] - width * right2[1];
5474         vert[ 8] = org2[2] - width * right2[2];
5475         vert[ 9] = org2[0] + width * right2[0];
5476         vert[10] = org2[1] + width * right2[1];
5477         vert[11] = org2[2] + width * right2[2];
5478 }
5479
5480 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5481 {
5482         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5483         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5484         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5485         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5486         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5487         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5488         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5489         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5490         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5491         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5492         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5493         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5494 }
5495
5496 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5497 {
5498         int i;
5499         float *vertex3f;
5500         float v[3];
5501         VectorSet(v, x, y, z);
5502         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5503                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5504                         break;
5505         if (i == mesh->numvertices)
5506         {
5507                 if (mesh->numvertices < mesh->maxvertices)
5508                 {
5509                         VectorCopy(v, vertex3f);
5510                         mesh->numvertices++;
5511                 }
5512                 return mesh->numvertices;
5513         }
5514         else
5515                 return i;
5516 }
5517
5518 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5519 {
5520         int i;
5521         int *e, element[3];
5522         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5523         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5524         e = mesh->element3i + mesh->numtriangles * 3;
5525         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5526         {
5527                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5528                 if (mesh->numtriangles < mesh->maxtriangles)
5529                 {
5530                         *e++ = element[0];
5531                         *e++ = element[1];
5532                         *e++ = element[2];
5533                         mesh->numtriangles++;
5534                 }
5535                 element[1] = element[2];
5536         }
5537 }
5538
5539 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5540 {
5541         int i;
5542         int *e, element[3];
5543         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5544         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5545         e = mesh->element3i + mesh->numtriangles * 3;
5546         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5547         {
5548                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5549                 if (mesh->numtriangles < mesh->maxtriangles)
5550                 {
5551                         *e++ = element[0];
5552                         *e++ = element[1];
5553                         *e++ = element[2];
5554                         mesh->numtriangles++;
5555                 }
5556                 element[1] = element[2];
5557         }
5558 }
5559
5560 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5561 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5562 {
5563         int planenum, planenum2;
5564         int w;
5565         int tempnumpoints;
5566         mplane_t *plane, *plane2;
5567         double maxdist;
5568         double temppoints[2][256*3];
5569         // figure out how large a bounding box we need to properly compute this brush
5570         maxdist = 0;
5571         for (w = 0;w < numplanes;w++)
5572                 maxdist = max(maxdist, fabs(planes[w].dist));
5573         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5574         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5575         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5576         {
5577                 w = 0;
5578                 tempnumpoints = 4;
5579                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5580                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5581                 {
5582                         if (planenum2 == planenum)
5583                                 continue;
5584                         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);
5585                         w = !w;
5586                 }
5587                 if (tempnumpoints < 3)
5588                         continue;
5589                 // generate elements forming a triangle fan for this polygon
5590                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5591         }
5592 }
5593
5594 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)
5595 {
5596         texturelayer_t *layer;
5597         layer = t->currentlayers + t->currentnumlayers++;
5598         layer->type = type;
5599         layer->depthmask = depthmask;
5600         layer->blendfunc1 = blendfunc1;
5601         layer->blendfunc2 = blendfunc2;
5602         layer->texture = texture;
5603         layer->texmatrix = *matrix;
5604         layer->color[0] = r * r_refdef.view.colorscale;
5605         layer->color[1] = g * r_refdef.view.colorscale;
5606         layer->color[2] = b * r_refdef.view.colorscale;
5607         layer->color[3] = a;
5608 }
5609
5610 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5611 {
5612         double index, f;
5613         index = parms[2] + r_refdef.scene.time * parms[3];
5614         index -= floor(index);
5615         switch (func)
5616         {
5617         default:
5618         case Q3WAVEFUNC_NONE:
5619         case Q3WAVEFUNC_NOISE:
5620         case Q3WAVEFUNC_COUNT:
5621                 f = 0;
5622                 break;
5623         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5624         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5625         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5626         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5627         case Q3WAVEFUNC_TRIANGLE:
5628                 index *= 4;
5629                 f = index - floor(index);
5630                 if (index < 1)
5631                         f = f;
5632                 else if (index < 2)
5633                         f = 1 - f;
5634                 else if (index < 3)
5635                         f = -f;
5636                 else
5637                         f = -(1 - f);
5638                 break;
5639         }
5640         return (float)(parms[0] + parms[1] * f);
5641 }
5642
5643 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5644 {
5645         int w, h, idx;
5646         float f;
5647         float tcmat[12];
5648         matrix4x4_t matrix, temp;
5649         switch(tcmod->tcmod)
5650         {
5651                 case Q3TCMOD_COUNT:
5652                 case Q3TCMOD_NONE:
5653                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5654                                 matrix = r_waterscrollmatrix;
5655                         else
5656                                 matrix = identitymatrix;
5657                         break;
5658                 case Q3TCMOD_ENTITYTRANSLATE:
5659                         // this is used in Q3 to allow the gamecode to control texcoord
5660                         // scrolling on the entity, which is not supported in darkplaces yet.
5661                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5662                         break;
5663                 case Q3TCMOD_ROTATE:
5664                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5665                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5666                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5667                         break;
5668                 case Q3TCMOD_SCALE:
5669                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5670                         break;
5671                 case Q3TCMOD_SCROLL:
5672                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5673                         break;
5674                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5675                         w = (int) tcmod->parms[0];
5676                         h = (int) tcmod->parms[1];
5677                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5678                         f = f - floor(f);
5679                         idx = (int) floor(f * w * h);
5680                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5681                         break;
5682                 case Q3TCMOD_STRETCH:
5683                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5684                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5685                         break;
5686                 case Q3TCMOD_TRANSFORM:
5687                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5688                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5689                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5690                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5691                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5692                         break;
5693                 case Q3TCMOD_TURBULENT:
5694                         // this is handled in the RSurf_PrepareVertices function
5695                         matrix = identitymatrix;
5696                         break;
5697         }
5698         temp = *texmatrix;
5699         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5700 }
5701
5702 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5703 {
5704         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5705         char name[MAX_QPATH];
5706         skinframe_t *skinframe;
5707         unsigned char pixels[296*194];
5708         strlcpy(cache->name, skinname, sizeof(cache->name));
5709         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5710         if (developer_loading.integer)
5711                 Con_Printf("loading %s\n", name);
5712         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5713         if (!skinframe || !skinframe->base)
5714         {
5715                 unsigned char *f;
5716                 fs_offset_t filesize;
5717                 skinframe = NULL;
5718                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5719                 if (f)
5720                 {
5721                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5722                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5723                         Mem_Free(f);
5724                 }
5725         }
5726         cache->skinframe = skinframe;
5727 }
5728
5729 texture_t *R_GetCurrentTexture(texture_t *t)
5730 {
5731         int i;
5732         const entity_render_t *ent = rsurface.entity;
5733         dp_model_t *model = ent->model;
5734         q3shaderinfo_layer_tcmod_t *tcmod;
5735
5736         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5737                 return t->currentframe;
5738         t->update_lastrenderframe = r_frame;
5739         t->update_lastrenderentity = (void *)ent;
5740
5741         // switch to an alternate material if this is a q1bsp animated material
5742         {
5743                 texture_t *texture = t;
5744                 int s = rsurface.ent_skinnum;
5745                 if ((unsigned int)s >= (unsigned int)model->numskins)
5746                         s = 0;
5747                 if (model->skinscenes)
5748                 {
5749                         if (model->skinscenes[s].framecount > 1)
5750                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5751                         else
5752                                 s = model->skinscenes[s].firstframe;
5753                 }
5754                 if (s > 0)
5755                         t = t + s * model->num_surfaces;
5756                 if (t->animated)
5757                 {
5758                         // use an alternate animation if the entity's frame is not 0,
5759                         // and only if the texture has an alternate animation
5760                         if (rsurface.ent_alttextures && t->anim_total[1])
5761                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5762                         else
5763                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5764                 }
5765                 texture->currentframe = t;
5766         }
5767
5768         // update currentskinframe to be a qw skin or animation frame
5769         if (rsurface.ent_qwskin >= 0)
5770         {
5771                 i = rsurface.ent_qwskin;
5772                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5773                 {
5774                         r_qwskincache_size = cl.maxclients;
5775                         if (r_qwskincache)
5776                                 Mem_Free(r_qwskincache);
5777                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5778                 }
5779                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5780                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5781                 t->currentskinframe = r_qwskincache[i].skinframe;
5782                 if (t->currentskinframe == NULL)
5783                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5784         }
5785         else if (t->numskinframes >= 2)
5786                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5787         if (t->backgroundnumskinframes >= 2)
5788                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5789
5790         t->currentmaterialflags = t->basematerialflags;
5791         t->currentalpha = rsurface.ent_color[3];
5792         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5793                 t->currentalpha *= r_wateralpha.value;
5794         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5795                 t->currentalpha *= t->r_water_wateralpha;
5796         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5797                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5798         if (!(rsurface.ent_flags & RENDER_LIGHT))
5799                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5800         else if (rsurface.modeltexcoordlightmap2f == NULL)
5801         {
5802                 // pick a model lighting mode
5803                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5804                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5805                 else
5806                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5807         }
5808         if (rsurface.ent_flags & RENDER_ADDITIVE)
5809                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5810         else if (t->currentalpha < 1)
5811                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5812         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5813                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5814         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5815                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5816         if (t->backgroundnumskinframes)
5817                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5818         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5819         {
5820                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5821                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5822         }
5823         else
5824                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5825
5826         // there is no tcmod
5827         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5828         {
5829                 t->currenttexmatrix = r_waterscrollmatrix;
5830                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5831         }
5832         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5833         {
5834                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5835                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5836         }
5837
5838         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5839                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5840         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5841                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5842
5843         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5844         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5845         t->glosstexture = r_texture_black;
5846         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5847         t->backgroundglosstexture = r_texture_black;
5848         t->specularpower = r_shadow_glossexponent.value;
5849         // TODO: store reference values for these in the texture?
5850         t->specularscale = 0;
5851         if (r_shadow_gloss.integer > 0)
5852         {
5853                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5854                 {
5855                         if (r_shadow_glossintensity.value > 0)
5856                         {
5857                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5858                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5859                                 t->specularscale = r_shadow_glossintensity.value;
5860                         }
5861                 }
5862                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5863                 {
5864                         t->glosstexture = r_texture_white;
5865                         t->backgroundglosstexture = r_texture_white;
5866                         t->specularscale = r_shadow_gloss2intensity.value;
5867                         t->specularpower = r_shadow_gloss2exponent.value;
5868                 }
5869         }
5870         t->specularscale *= t->specularscalemod;
5871         t->specularpower *= t->specularpowermod;
5872
5873         // lightmaps mode looks bad with dlights using actual texturing, so turn
5874         // off the colormap and glossmap, but leave the normalmap on as it still
5875         // accurately represents the shading involved
5876         if (gl_lightmaps.integer)
5877         {
5878                 t->basetexture = r_texture_grey128;
5879                 t->backgroundbasetexture = NULL;
5880                 t->specularscale = 0;
5881                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5882         }
5883
5884         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5885         VectorClear(t->dlightcolor);
5886         t->currentnumlayers = 0;
5887         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5888         {
5889                 int layerflags = 0;
5890                 int blendfunc1, blendfunc2;
5891                 qboolean depthmask;
5892                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5893                 {
5894                         blendfunc1 = GL_SRC_ALPHA;
5895                         blendfunc2 = GL_ONE;
5896                 }
5897                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5898                 {
5899                         blendfunc1 = GL_SRC_ALPHA;
5900                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5901                 }
5902                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5903                 {
5904                         blendfunc1 = t->customblendfunc[0];
5905                         blendfunc2 = t->customblendfunc[1];
5906                 }
5907                 else
5908                 {
5909                         blendfunc1 = GL_ONE;
5910                         blendfunc2 = GL_ZERO;
5911                 }
5912                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5913                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5914                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5915                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5916                 {
5917                         // fullbright is not affected by r_refdef.lightmapintensity
5918                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5919                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5920                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5921                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5922                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5923                 }
5924                 else
5925                 {
5926                         vec3_t ambientcolor;
5927                         float colorscale;
5928                         // set the color tint used for lights affecting this surface
5929                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5930                         colorscale = 2;
5931                         // q3bsp has no lightmap updates, so the lightstylevalue that
5932                         // would normally be baked into the lightmap must be
5933                         // applied to the color
5934                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5935                         if (model->type == mod_brushq3)
5936                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5937                         colorscale *= r_refdef.lightmapintensity;
5938                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5939                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5940                         // basic lit geometry
5941                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5942                         // add pants/shirt if needed
5943                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5944                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5945                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5946                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5947                         // now add ambient passes if needed
5948                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5949                         {
5950                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5951                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5952                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5953                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5954                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5955                         }
5956                 }
5957                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5958                         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]);
5959                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5960                 {
5961                         // if this is opaque use alpha blend which will darken the earlier
5962                         // passes cheaply.
5963                         //
5964                         // if this is an alpha blended material, all the earlier passes
5965                         // were darkened by fog already, so we only need to add the fog
5966                         // color ontop through the fog mask texture
5967                         //
5968                         // if this is an additive blended material, all the earlier passes
5969                         // were darkened by fog already, and we should not add fog color
5970                         // (because the background was not darkened, there is no fog color
5971                         // that was lost behind it).
5972                         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]);
5973                 }
5974         }
5975
5976         return t->currentframe;
5977 }
5978
5979 rsurfacestate_t rsurface;
5980
5981 void R_Mesh_ResizeArrays(int newvertices)
5982 {
5983         float *base;
5984         if (rsurface.array_size >= newvertices)
5985                 return;
5986         if (rsurface.array_modelvertex3f)
5987                 Mem_Free(rsurface.array_modelvertex3f);
5988         rsurface.array_size = (newvertices + 1023) & ~1023;
5989         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5990         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5991         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5992         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5993         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5994         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5995         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5996         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5997         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5998         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5999         rsurface.array_color4f           = base + rsurface.array_size * 27;
6000         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6001 }
6002
6003 void RSurf_ActiveWorldEntity(void)
6004 {
6005         dp_model_t *model = r_refdef.scene.worldmodel;
6006         //if (rsurface.entity == r_refdef.scene.worldentity)
6007         //      return;
6008         rsurface.entity = r_refdef.scene.worldentity;
6009         rsurface.ent_skinnum = 0;
6010         rsurface.ent_qwskin = -1;
6011         rsurface.ent_shadertime = 0;
6012         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6013         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6014         if (rsurface.array_size < model->surfmesh.num_vertices)
6015                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6016         rsurface.matrix = identitymatrix;
6017         rsurface.inversematrix = identitymatrix;
6018         rsurface.matrixscale = 1;
6019         rsurface.inversematrixscale = 1;
6020         R_Mesh_Matrix(&identitymatrix);
6021         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6022         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6023         rsurface.fograngerecip = r_refdef.fograngerecip;
6024         rsurface.fogheightfade = r_refdef.fogheightfade;
6025         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6026         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6027         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6028         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6029         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6030         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6031         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6032         VectorSet(rsurface.glowmod, 1, 1, 1);
6033         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6034         rsurface.frameblend[0].lerp = 1;
6035         rsurface.ent_alttextures = false;
6036         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6037         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6038         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6039         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6040         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6041         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6042         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6043         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6044         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6045         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6046         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6047         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6048         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6049         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6050         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6051         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6052         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6053         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6054         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6055         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6056         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6057         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6058         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6059         rsurface.modelelement3i = model->surfmesh.data_element3i;
6060         rsurface.modelelement3s = model->surfmesh.data_element3s;
6061         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6062         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6063         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6064         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6065         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6066         rsurface.modelsurfaces = model->data_surfaces;
6067         rsurface.generatedvertex = false;
6068         rsurface.vertex3f  = rsurface.modelvertex3f;
6069         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6070         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6071         rsurface.svector3f = rsurface.modelsvector3f;
6072         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6073         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6074         rsurface.tvector3f = rsurface.modeltvector3f;
6075         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6076         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6077         rsurface.normal3f  = rsurface.modelnormal3f;
6078         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6079         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6080         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6081 }
6082
6083 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6084 {
6085         dp_model_t *model = ent->model;
6086         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6087         //      return;
6088         rsurface.entity = (entity_render_t *)ent;
6089         rsurface.ent_skinnum = ent->skinnum;
6090         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6091         rsurface.ent_shadertime = ent->shadertime;
6092         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6093         rsurface.ent_flags = ent->flags;
6094         if (rsurface.array_size < model->surfmesh.num_vertices)
6095                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6096         rsurface.matrix = ent->matrix;
6097         rsurface.inversematrix = ent->inversematrix;
6098         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6099         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6100         R_Mesh_Matrix(&rsurface.matrix);
6101         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6102         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6103         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6104         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6105         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6106         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6107         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6108         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6109         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6110         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6111         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6112         VectorCopy(ent->glowmod, rsurface.glowmod);
6113         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6114         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6115         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6116         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6117         if (ent->model->brush.submodel)
6118         {
6119                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6120                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6121         }
6122         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6123         {
6124                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6125                 {
6126                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6127                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6128                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6129                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6130                 }
6131                 else if (wanttangents)
6132                 {
6133                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6134                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6135                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6136                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6137                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6138                 }
6139                 else if (wantnormals)
6140                 {
6141                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6142                         rsurface.modelsvector3f = NULL;
6143                         rsurface.modeltvector3f = NULL;
6144                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6145                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6146                 }
6147                 else
6148                 {
6149                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6150                         rsurface.modelsvector3f = NULL;
6151                         rsurface.modeltvector3f = NULL;
6152                         rsurface.modelnormal3f = NULL;
6153                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6154                 }
6155                 rsurface.modelvertex3f_bufferobject = 0;
6156                 rsurface.modelvertex3f_bufferoffset = 0;
6157                 rsurface.modelsvector3f_bufferobject = 0;
6158                 rsurface.modelsvector3f_bufferoffset = 0;
6159                 rsurface.modeltvector3f_bufferobject = 0;
6160                 rsurface.modeltvector3f_bufferoffset = 0;
6161                 rsurface.modelnormal3f_bufferobject = 0;
6162                 rsurface.modelnormal3f_bufferoffset = 0;
6163                 rsurface.generatedvertex = true;
6164         }
6165         else
6166         {
6167                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6168                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6169                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6170                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6171                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6172                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6173                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6174                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6175                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6176                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6177                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6178                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6179                 rsurface.generatedvertex = false;
6180         }
6181         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6182         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6183         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6184         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6185         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6186         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6187         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6188         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6189         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6190         rsurface.modelelement3i = model->surfmesh.data_element3i;
6191         rsurface.modelelement3s = model->surfmesh.data_element3s;
6192         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6193         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6194         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6195         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6196         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6197         rsurface.modelsurfaces = model->data_surfaces;
6198         rsurface.vertex3f  = rsurface.modelvertex3f;
6199         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6200         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6201         rsurface.svector3f = rsurface.modelsvector3f;
6202         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6203         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6204         rsurface.tvector3f = rsurface.modeltvector3f;
6205         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6206         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6207         rsurface.normal3f  = rsurface.modelnormal3f;
6208         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6209         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6210         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6211 }
6212
6213 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6214 {
6215         rsurface.entity = r_refdef.scene.worldentity;
6216         rsurface.ent_skinnum = 0;
6217         rsurface.ent_qwskin = -1;
6218         rsurface.ent_shadertime = shadertime;
6219         Vector4Set(rsurface.ent_color, r, g, b, a);
6220         rsurface.ent_flags = entflags;
6221         rsurface.modelnum_vertices = numvertices;
6222         rsurface.modelnum_triangles = numtriangles;
6223         if (rsurface.array_size < rsurface.modelnum_vertices)
6224                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6225         rsurface.matrix = *matrix;
6226         rsurface.inversematrix = *inversematrix;
6227         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6228         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6229         R_Mesh_Matrix(&rsurface.matrix);
6230         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6231         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6232         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6233         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6234         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6235         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6236         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6237         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6238         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6239         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6240         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6241         VectorSet(rsurface.glowmod, 1, 1, 1);
6242         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6243         rsurface.frameblend[0].lerp = 1;
6244         rsurface.ent_alttextures = false;
6245         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6246         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6247         if (wanttangents)
6248         {
6249                 rsurface.modelvertex3f = vertex3f;
6250                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6251                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6252                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6253         }
6254         else if (wantnormals)
6255         {
6256                 rsurface.modelvertex3f = vertex3f;
6257                 rsurface.modelsvector3f = NULL;
6258                 rsurface.modeltvector3f = NULL;
6259                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6260         }
6261         else
6262         {
6263                 rsurface.modelvertex3f = vertex3f;
6264                 rsurface.modelsvector3f = NULL;
6265                 rsurface.modeltvector3f = NULL;
6266                 rsurface.modelnormal3f = NULL;
6267         }
6268         rsurface.modelvertex3f_bufferobject = 0;
6269         rsurface.modelvertex3f_bufferoffset = 0;
6270         rsurface.modelsvector3f_bufferobject = 0;
6271         rsurface.modelsvector3f_bufferoffset = 0;
6272         rsurface.modeltvector3f_bufferobject = 0;
6273         rsurface.modeltvector3f_bufferoffset = 0;
6274         rsurface.modelnormal3f_bufferobject = 0;
6275         rsurface.modelnormal3f_bufferoffset = 0;
6276         rsurface.generatedvertex = true;
6277         rsurface.modellightmapcolor4f  = color4f;
6278         rsurface.modellightmapcolor4f_bufferobject = 0;
6279         rsurface.modellightmapcolor4f_bufferoffset = 0;
6280         rsurface.modeltexcoordtexture2f  = texcoord2f;
6281         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6282         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6283         rsurface.modeltexcoordlightmap2f  = NULL;
6284         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6285         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6286         rsurface.modelelement3i = element3i;
6287         rsurface.modelelement3s = element3s;
6288         rsurface.modelelement3i_bufferobject = 0;
6289         rsurface.modelelement3s_bufferobject = 0;
6290         rsurface.modellightmapoffsets = NULL;
6291         rsurface.modelsurfaces = NULL;
6292         rsurface.vertex3f  = rsurface.modelvertex3f;
6293         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6294         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6295         rsurface.svector3f = rsurface.modelsvector3f;
6296         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6297         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6298         rsurface.tvector3f = rsurface.modeltvector3f;
6299         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6300         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6301         rsurface.normal3f  = rsurface.modelnormal3f;
6302         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6303         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6304         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6305
6306         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6307         {
6308                 if ((wantnormals || wanttangents) && !normal3f)
6309                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6310                 if (wanttangents && !svector3f)
6311                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6312         }
6313 }
6314
6315 float RSurf_FogPoint(const float *v)
6316 {
6317         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6318         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6319         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6320         float FogHeightFade = r_refdef.fogheightfade;
6321         float fogfrac;
6322         unsigned int fogmasktableindex;
6323         if (r_refdef.fogplaneviewabove)
6324                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6325         else
6326                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6327         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6328         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6329 }
6330
6331 float RSurf_FogVertex(const float *v)
6332 {
6333         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6334         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6335         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6336         float FogHeightFade = rsurface.fogheightfade;
6337         float fogfrac;
6338         unsigned int fogmasktableindex;
6339         if (r_refdef.fogplaneviewabove)
6340                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6341         else
6342                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6343         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6344         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6345 }
6346
6347 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6348 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6349 {
6350         int deformindex;
6351         int texturesurfaceindex;
6352         int i, j;
6353         float amplitude;
6354         float animpos;
6355         float scale;
6356         const float *v1, *in_tc;
6357         float *out_tc;
6358         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6359         float waveparms[4];
6360         q3shaderinfo_deform_t *deform;
6361         // 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
6362         if (rsurface.generatedvertex)
6363         {
6364                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6365                         generatenormals = true;
6366                 for (i = 0;i < Q3MAXDEFORMS;i++)
6367                 {
6368                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6369                         {
6370                                 generatetangents = true;
6371                                 generatenormals = true;
6372                         }
6373                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6374                                 generatenormals = true;
6375                 }
6376                 if (generatenormals && !rsurface.modelnormal3f)
6377                 {
6378                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6379                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6380                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6381                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6382                 }
6383                 if (generatetangents && !rsurface.modelsvector3f)
6384                 {
6385                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6386                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6387                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6388                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6389                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6390                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6391                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6392                 }
6393         }
6394         rsurface.vertex3f  = rsurface.modelvertex3f;
6395         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6396         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6397         rsurface.svector3f = rsurface.modelsvector3f;
6398         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6399         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6400         rsurface.tvector3f = rsurface.modeltvector3f;
6401         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6402         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6403         rsurface.normal3f  = rsurface.modelnormal3f;
6404         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6405         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6406         // if vertices are deformed (sprite flares and things in maps, possibly
6407         // water waves, bulges and other deformations), generate them into
6408         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6409         // (may be static model data or generated data for an animated model, or
6410         //  the previous deform pass)
6411         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6412         {
6413                 switch (deform->deform)
6414                 {
6415                 default:
6416                 case Q3DEFORM_PROJECTIONSHADOW:
6417                 case Q3DEFORM_TEXT0:
6418                 case Q3DEFORM_TEXT1:
6419                 case Q3DEFORM_TEXT2:
6420                 case Q3DEFORM_TEXT3:
6421                 case Q3DEFORM_TEXT4:
6422                 case Q3DEFORM_TEXT5:
6423                 case Q3DEFORM_TEXT6:
6424                 case Q3DEFORM_TEXT7:
6425                 case Q3DEFORM_NONE:
6426                         break;
6427                 case Q3DEFORM_AUTOSPRITE:
6428                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6429                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6430                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6431                         VectorNormalize(newforward);
6432                         VectorNormalize(newright);
6433                         VectorNormalize(newup);
6434                         // make deformed versions of only the model vertices used by the specified surfaces
6435                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6436                         {
6437                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6438                                 // a single autosprite surface can contain multiple sprites...
6439                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6440                                 {
6441                                         VectorClear(center);
6442                                         for (i = 0;i < 4;i++)
6443                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6444                                         VectorScale(center, 0.25f, center);
6445                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6446                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6447                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6448                                         for (i = 0;i < 4;i++)
6449                                         {
6450                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6451                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6452                                         }
6453                                 }
6454                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6455                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6456                         }
6457                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6458                         rsurface.vertex3f_bufferobject = 0;
6459                         rsurface.vertex3f_bufferoffset = 0;
6460                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6461                         rsurface.svector3f_bufferobject = 0;
6462                         rsurface.svector3f_bufferoffset = 0;
6463                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6464                         rsurface.tvector3f_bufferobject = 0;
6465                         rsurface.tvector3f_bufferoffset = 0;
6466                         rsurface.normal3f = rsurface.array_deformednormal3f;
6467                         rsurface.normal3f_bufferobject = 0;
6468                         rsurface.normal3f_bufferoffset = 0;
6469                         break;
6470                 case Q3DEFORM_AUTOSPRITE2:
6471                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6472                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6473                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6474                         VectorNormalize(newforward);
6475                         VectorNormalize(newright);
6476                         VectorNormalize(newup);
6477                         // make deformed versions of only the model vertices used by the specified surfaces
6478                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6479                         {
6480                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6481                                 const float *v1, *v2;
6482                                 vec3_t start, end;
6483                                 float f, l;
6484                                 struct
6485                                 {
6486                                         float length2;
6487                                         const float *v1;
6488                                         const float *v2;
6489                                 }
6490                                 shortest[2];
6491                                 memset(shortest, 0, sizeof(shortest));
6492                                 // a single autosprite surface can contain multiple sprites...
6493                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6494                                 {
6495                                         VectorClear(center);
6496                                         for (i = 0;i < 4;i++)
6497                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6498                                         VectorScale(center, 0.25f, center);
6499                                         // find the two shortest edges, then use them to define the
6500                                         // axis vectors for rotating around the central axis
6501                                         for (i = 0;i < 6;i++)
6502                                         {
6503                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6504                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6505 #if 0
6506                                                 Debug_PolygonBegin(NULL, 0);
6507                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6508                                                 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);
6509                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6510                                                 Debug_PolygonEnd();
6511 #endif
6512                                                 l = VectorDistance2(v1, v2);
6513                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6514                                                 if (v1[2] != v2[2])
6515                                                         l += (1.0f / 1024.0f);
6516                                                 if (shortest[0].length2 > l || i == 0)
6517                                                 {
6518                                                         shortest[1] = shortest[0];
6519                                                         shortest[0].length2 = l;
6520                                                         shortest[0].v1 = v1;
6521                                                         shortest[0].v2 = v2;
6522                                                 }
6523                                                 else if (shortest[1].length2 > l || i == 1)
6524                                                 {
6525                                                         shortest[1].length2 = l;
6526                                                         shortest[1].v1 = v1;
6527                                                         shortest[1].v2 = v2;
6528                                                 }
6529                                         }
6530                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6531                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6532 #if 0
6533                                         Debug_PolygonBegin(NULL, 0);
6534                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6535                                         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);
6536                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6537                                         Debug_PolygonEnd();
6538 #endif
6539                                         // this calculates the right vector from the shortest edge
6540                                         // and the up vector from the edge midpoints
6541                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6542                                         VectorNormalize(right);
6543                                         VectorSubtract(end, start, up);
6544                                         VectorNormalize(up);
6545                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6546                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6547                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6548                                         VectorNegate(forward, forward);
6549                                         VectorReflect(forward, 0, up, forward);
6550                                         VectorNormalize(forward);
6551                                         CrossProduct(up, forward, newright);
6552                                         VectorNormalize(newright);
6553 #if 0
6554                                         Debug_PolygonBegin(NULL, 0);
6555                                         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);
6556                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6557                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6558                                         Debug_PolygonEnd();
6559 #endif
6560 #if 0
6561                                         Debug_PolygonBegin(NULL, 0);
6562                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6563                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6564                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6565                                         Debug_PolygonEnd();
6566 #endif
6567                                         // rotate the quad around the up axis vector, this is made
6568                                         // especially easy by the fact we know the quad is flat,
6569                                         // so we only have to subtract the center position and
6570                                         // measure distance along the right vector, and then
6571                                         // multiply that by the newright vector and add back the
6572                                         // center position
6573                                         // we also need to subtract the old position to undo the
6574                                         // displacement from the center, which we do with a
6575                                         // DotProduct, the subtraction/addition of center is also
6576                                         // optimized into DotProducts here
6577                                         l = DotProduct(right, center);
6578                                         for (i = 0;i < 4;i++)
6579                                         {
6580                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6581                                                 f = DotProduct(right, v1) - l;
6582                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6583                                         }
6584                                 }
6585                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6586                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6587                         }
6588                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6589                         rsurface.vertex3f_bufferobject = 0;
6590                         rsurface.vertex3f_bufferoffset = 0;
6591                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6592                         rsurface.svector3f_bufferobject = 0;
6593                         rsurface.svector3f_bufferoffset = 0;
6594                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6595                         rsurface.tvector3f_bufferobject = 0;
6596                         rsurface.tvector3f_bufferoffset = 0;
6597                         rsurface.normal3f = rsurface.array_deformednormal3f;
6598                         rsurface.normal3f_bufferobject = 0;
6599                         rsurface.normal3f_bufferoffset = 0;
6600                         break;
6601                 case Q3DEFORM_NORMAL:
6602                         // deform the normals to make reflections wavey
6603                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6604                         {
6605                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6606                                 for (j = 0;j < surface->num_vertices;j++)
6607                                 {
6608                                         float vertex[3];
6609                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6610                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6611                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6612                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6613                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6614                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6615                                         VectorNormalize(normal);
6616                                 }
6617                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6618                         }
6619                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6620                         rsurface.svector3f_bufferobject = 0;
6621                         rsurface.svector3f_bufferoffset = 0;
6622                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6623                         rsurface.tvector3f_bufferobject = 0;
6624                         rsurface.tvector3f_bufferoffset = 0;
6625                         rsurface.normal3f = rsurface.array_deformednormal3f;
6626                         rsurface.normal3f_bufferobject = 0;
6627                         rsurface.normal3f_bufferoffset = 0;
6628                         break;
6629                 case Q3DEFORM_WAVE:
6630                         // deform vertex array to make wavey water and flags and such
6631                         waveparms[0] = deform->waveparms[0];
6632                         waveparms[1] = deform->waveparms[1];
6633                         waveparms[2] = deform->waveparms[2];
6634                         waveparms[3] = deform->waveparms[3];
6635                         // this is how a divisor of vertex influence on deformation
6636                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6637                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6638                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6639                         {
6640                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6641                                 for (j = 0;j < surface->num_vertices;j++)
6642                                 {
6643                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6644                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6645                                         // if the wavefunc depends on time, evaluate it per-vertex
6646                                         if (waveparms[3])
6647                                         {
6648                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6649                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6650                                         }
6651                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6652                                 }
6653                         }
6654                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6655                         rsurface.vertex3f_bufferobject = 0;
6656                         rsurface.vertex3f_bufferoffset = 0;
6657                         break;
6658                 case Q3DEFORM_BULGE:
6659                         // deform vertex array to make the surface have moving bulges
6660                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6661                         {
6662                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6663                                 for (j = 0;j < surface->num_vertices;j++)
6664                                 {
6665                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6666                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6667                                 }
6668                         }
6669                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6670                         rsurface.vertex3f_bufferobject = 0;
6671                         rsurface.vertex3f_bufferoffset = 0;
6672                         break;
6673                 case Q3DEFORM_MOVE:
6674                         // deform vertex array
6675                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6676                         VectorScale(deform->parms, scale, waveparms);
6677                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6678                         {
6679                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6680                                 for (j = 0;j < surface->num_vertices;j++)
6681                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6682                         }
6683                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6684                         rsurface.vertex3f_bufferobject = 0;
6685                         rsurface.vertex3f_bufferoffset = 0;
6686                         break;
6687                 }
6688         }
6689         // generate texcoords based on the chosen texcoord source
6690         switch(rsurface.texture->tcgen.tcgen)
6691         {
6692         default:
6693         case Q3TCGEN_TEXTURE:
6694                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6695                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6696                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6697                 break;
6698         case Q3TCGEN_LIGHTMAP:
6699                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6700                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6701                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6702                 break;
6703         case Q3TCGEN_VECTOR:
6704                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6705                 {
6706                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6707                         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)
6708                         {
6709                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6710                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6711                         }
6712                 }
6713                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6714                 rsurface.texcoordtexture2f_bufferobject  = 0;
6715                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6716                 break;
6717         case Q3TCGEN_ENVIRONMENT:
6718                 // make environment reflections using a spheremap
6719                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6720                 {
6721                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6722                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6723                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6724                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6725                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6726                         {
6727                                 // identical to Q3A's method, but executed in worldspace so
6728                                 // carried models can be shiny too
6729
6730                                 float viewer[3], d, reflected[3], worldreflected[3];
6731
6732                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6733                                 // VectorNormalize(viewer);
6734
6735                                 d = DotProduct(normal, viewer);
6736
6737                                 reflected[0] = normal[0]*2*d - viewer[0];
6738                                 reflected[1] = normal[1]*2*d - viewer[1];
6739                                 reflected[2] = normal[2]*2*d - viewer[2];
6740                                 // note: this is proportinal to viewer, so we can normalize later
6741
6742                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6743                                 VectorNormalize(worldreflected);
6744
6745                                 // note: this sphere map only uses world x and z!
6746                                 // so positive and negative y will LOOK THE SAME.
6747                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6748                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6749                         }
6750                 }
6751                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6752                 rsurface.texcoordtexture2f_bufferobject  = 0;
6753                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6754                 break;
6755         }
6756         // the only tcmod that needs software vertex processing is turbulent, so
6757         // check for it here and apply the changes if needed
6758         // and we only support that as the first one
6759         // (handling a mixture of turbulent and other tcmods would be problematic
6760         //  without punting it entirely to a software path)
6761         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6762         {
6763                 amplitude = rsurface.texture->tcmods[0].parms[1];
6764                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6765                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6766                 {
6767                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6768                         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)
6769                         {
6770                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6771                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6772                         }
6773                 }
6774                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6775                 rsurface.texcoordtexture2f_bufferobject  = 0;
6776                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6777         }
6778         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6779         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6780         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6781         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6782 }
6783
6784 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6785 {
6786         int i, j;
6787         const msurface_t *surface = texturesurfacelist[0];
6788         const msurface_t *surface2;
6789         int firstvertex;
6790         int endvertex;
6791         int numvertices;
6792         int numtriangles;
6793         // TODO: lock all array ranges before render, rather than on each surface
6794         if (texturenumsurfaces == 1)
6795         {
6796                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6797                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6798         }
6799         else if (r_batchmode.integer == 2)
6800         {
6801                 #define MAXBATCHTRIANGLES 4096
6802                 int batchtriangles = 0;
6803                 int batchelements[MAXBATCHTRIANGLES*3];
6804                 for (i = 0;i < texturenumsurfaces;i = j)
6805                 {
6806                         surface = texturesurfacelist[i];
6807                         j = i + 1;
6808                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6809                         {
6810                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6811                                 continue;
6812                         }
6813                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6814                         batchtriangles = surface->num_triangles;
6815                         firstvertex = surface->num_firstvertex;
6816                         endvertex = surface->num_firstvertex + surface->num_vertices;
6817                         for (;j < texturenumsurfaces;j++)
6818                         {
6819                                 surface2 = texturesurfacelist[j];
6820                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6821                                         break;
6822                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6823                                 batchtriangles += surface2->num_triangles;
6824                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6825                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6826                         }
6827                         surface2 = texturesurfacelist[j-1];
6828                         numvertices = endvertex - firstvertex;
6829                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6830                 }
6831         }
6832         else if (r_batchmode.integer == 1)
6833         {
6834                 for (i = 0;i < texturenumsurfaces;i = j)
6835                 {
6836                         surface = texturesurfacelist[i];
6837                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6838                                 if (texturesurfacelist[j] != surface2)
6839                                         break;
6840                         surface2 = texturesurfacelist[j-1];
6841                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6842                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6843                         GL_LockArrays(surface->num_firstvertex, numvertices);
6844                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6845                 }
6846         }
6847         else
6848         {
6849                 for (i = 0;i < texturenumsurfaces;i++)
6850                 {
6851                         surface = texturesurfacelist[i];
6852                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6853                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6854                 }
6855         }
6856 }
6857
6858 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6859 {
6860         int i, planeindex, vertexindex;
6861         float d, bestd;
6862         vec3_t vert;
6863         const float *v;
6864         r_waterstate_waterplane_t *p, *bestp;
6865         const msurface_t *surface;
6866         if (r_waterstate.renderingscene)
6867                 return;
6868         for (i = 0;i < texturenumsurfaces;i++)
6869         {
6870                 surface = texturesurfacelist[i];
6871                 if (lightmaptexunit >= 0)
6872                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6873                 if (deluxemaptexunit >= 0)
6874                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6875                 // pick the closest matching water plane
6876                 bestd = 0;
6877                 bestp = NULL;
6878                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6879                 {
6880                         d = 0;
6881                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6882                         {
6883                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6884                                 d += fabs(PlaneDiff(vert, &p->plane));
6885                         }
6886                         if (bestd > d || !bestp)
6887                         {
6888                                 bestd = d;
6889                                 bestp = p;
6890                         }
6891                 }
6892                 if (bestp)
6893                 {
6894                         if (refractiontexunit >= 0)
6895                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6896                         if (reflectiontexunit >= 0)
6897                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6898                 }
6899                 else
6900                 {
6901                         if (refractiontexunit >= 0)
6902                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6903                         if (reflectiontexunit >= 0)
6904                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6905                 }
6906                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6907                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6908         }
6909 }
6910
6911 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6912 {
6913         int i;
6914         int j;
6915         const msurface_t *surface = texturesurfacelist[0];
6916         const msurface_t *surface2;
6917         int firstvertex;
6918         int endvertex;
6919         int numvertices;
6920         int numtriangles;
6921         // TODO: lock all array ranges before render, rather than on each surface
6922         if (texturenumsurfaces == 1)
6923         {
6924                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6925                 if (deluxemaptexunit >= 0)
6926                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6927                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6928                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6929         }
6930         else if (r_batchmode.integer == 2)
6931         {
6932                 #define MAXBATCHTRIANGLES 4096
6933                 int batchtriangles = 0;
6934                 int batchelements[MAXBATCHTRIANGLES*3];
6935                 for (i = 0;i < texturenumsurfaces;i = j)
6936                 {
6937                         surface = texturesurfacelist[i];
6938                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6939                         if (deluxemaptexunit >= 0)
6940                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6941                         j = i + 1;
6942                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6943                         {
6944                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6945                                 continue;
6946                         }
6947                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6948                         batchtriangles = surface->num_triangles;
6949                         firstvertex = surface->num_firstvertex;
6950                         endvertex = surface->num_firstvertex + surface->num_vertices;
6951                         for (;j < texturenumsurfaces;j++)
6952                         {
6953                                 surface2 = texturesurfacelist[j];
6954                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6955                                         break;
6956                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6957                                 batchtriangles += surface2->num_triangles;
6958                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6959                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6960                         }
6961                         surface2 = texturesurfacelist[j-1];
6962                         numvertices = endvertex - firstvertex;
6963                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6964                 }
6965         }
6966         else if (r_batchmode.integer == 1)
6967         {
6968 #if 0
6969                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6970                 for (i = 0;i < texturenumsurfaces;i = j)
6971                 {
6972                         surface = texturesurfacelist[i];
6973                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6974                                 if (texturesurfacelist[j] != surface2)
6975                                         break;
6976                         Con_Printf(" %i", j - i);
6977                 }
6978                 Con_Printf("\n");
6979                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6980 #endif
6981                 for (i = 0;i < texturenumsurfaces;i = j)
6982                 {
6983                         surface = texturesurfacelist[i];
6984                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6985                         if (deluxemaptexunit >= 0)
6986                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6987                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6988                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6989                                         break;
6990 #if 0
6991                         Con_Printf(" %i", j - i);
6992 #endif
6993                         surface2 = texturesurfacelist[j-1];
6994                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6995                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6996                         GL_LockArrays(surface->num_firstvertex, numvertices);
6997                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6998                 }
6999 #if 0
7000                 Con_Printf("\n");
7001 #endif
7002         }
7003         else
7004         {
7005                 for (i = 0;i < texturenumsurfaces;i++)
7006                 {
7007                         surface = texturesurfacelist[i];
7008                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7009                         if (deluxemaptexunit >= 0)
7010                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7011                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7012                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7013                 }
7014         }
7015 }
7016
7017 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7018 {
7019         int j;
7020         int texturesurfaceindex;
7021         if (r_showsurfaces.integer == 2)
7022         {
7023                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7024                 {
7025                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7026                         for (j = 0;j < surface->num_triangles;j++)
7027                         {
7028                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7029                                 GL_Color(f, f, f, 1);
7030                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7031                         }
7032                 }
7033         }
7034         else
7035         {
7036                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7037                 {
7038                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7039                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7040                         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);
7041                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7042                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7043                 }
7044         }
7045 }
7046
7047 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7048 {
7049         int texturesurfaceindex;
7050         int i;
7051         const float *v;
7052         float *c2;
7053         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7054         {
7055                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7056                 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)
7057                 {
7058                         c2[0] = 0.5;
7059                         c2[1] = 0.5;
7060                         c2[2] = 0.5;
7061                         c2[3] = 1;
7062                 }
7063         }
7064         rsurface.lightmapcolor4f = rsurface.array_color4f;
7065         rsurface.lightmapcolor4f_bufferobject = 0;
7066         rsurface.lightmapcolor4f_bufferoffset = 0;
7067 }
7068
7069 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7070 {
7071         int texturesurfaceindex;
7072         int i;
7073         float f;
7074         const float *v;
7075         const float *c;
7076         float *c2;
7077         if (rsurface.lightmapcolor4f)
7078         {
7079                 // generate color arrays for the surfaces in this list
7080                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7081                 {
7082                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7083                         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)
7084                         {
7085                                 f = RSurf_FogVertex(v);
7086                                 c2[0] = c[0] * f;
7087                                 c2[1] = c[1] * f;
7088                                 c2[2] = c[2] * f;
7089                                 c2[3] = c[3];
7090                         }
7091                 }
7092         }
7093         else
7094         {
7095                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7096                 {
7097                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7098                         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)
7099                         {
7100                                 f = RSurf_FogVertex(v);
7101                                 c2[0] = f;
7102                                 c2[1] = f;
7103                                 c2[2] = f;
7104                                 c2[3] = 1;
7105                         }
7106                 }
7107         }
7108         rsurface.lightmapcolor4f = rsurface.array_color4f;
7109         rsurface.lightmapcolor4f_bufferobject = 0;
7110         rsurface.lightmapcolor4f_bufferoffset = 0;
7111 }
7112
7113 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7114 {
7115         int texturesurfaceindex;
7116         int i;
7117         float f;
7118         const float *v;
7119         const float *c;
7120         float *c2;
7121         if (!rsurface.lightmapcolor4f)
7122                 return;
7123         // generate color arrays for the surfaces in this list
7124         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7125         {
7126                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7127                 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)
7128                 {
7129                         f = RSurf_FogVertex(v);
7130                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7131                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7132                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7133                         c2[3] = c[3];
7134                 }
7135         }
7136         rsurface.lightmapcolor4f = rsurface.array_color4f;
7137         rsurface.lightmapcolor4f_bufferobject = 0;
7138         rsurface.lightmapcolor4f_bufferoffset = 0;
7139 }
7140
7141 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7142 {
7143         int texturesurfaceindex;
7144         int i;
7145         const float *c;
7146         float *c2;
7147         if (!rsurface.lightmapcolor4f)
7148                 return;
7149         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7150         {
7151                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7152                 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)
7153                 {
7154                         c2[0] = c[0] * r;
7155                         c2[1] = c[1] * g;
7156                         c2[2] = c[2] * b;
7157                         c2[3] = c[3] * a;
7158                 }
7159         }
7160         rsurface.lightmapcolor4f = rsurface.array_color4f;
7161         rsurface.lightmapcolor4f_bufferobject = 0;
7162         rsurface.lightmapcolor4f_bufferoffset = 0;
7163 }
7164
7165 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7166 {
7167         int texturesurfaceindex;
7168         int i;
7169         const float *c;
7170         float *c2;
7171         if (!rsurface.lightmapcolor4f)
7172                 return;
7173         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7174         {
7175                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7176                 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)
7177                 {
7178                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7179                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7180                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7181                         c2[3] = c[3];
7182                 }
7183         }
7184         rsurface.lightmapcolor4f = rsurface.array_color4f;
7185         rsurface.lightmapcolor4f_bufferobject = 0;
7186         rsurface.lightmapcolor4f_bufferoffset = 0;
7187 }
7188
7189 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7190 {
7191         // TODO: optimize
7192         rsurface.lightmapcolor4f = NULL;
7193         rsurface.lightmapcolor4f_bufferobject = 0;
7194         rsurface.lightmapcolor4f_bufferoffset = 0;
7195         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7196         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7197         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7198         GL_Color(r, g, b, a);
7199         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7200 }
7201
7202 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7203 {
7204         // TODO: optimize applyfog && applycolor case
7205         // just apply fog if necessary, and tint the fog color array if necessary
7206         rsurface.lightmapcolor4f = NULL;
7207         rsurface.lightmapcolor4f_bufferobject = 0;
7208         rsurface.lightmapcolor4f_bufferoffset = 0;
7209         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7210         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7211         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7212         GL_Color(r, g, b, a);
7213         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7214 }
7215
7216 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7217 {
7218         int texturesurfaceindex;
7219         int i;
7220         float *c;
7221         // TODO: optimize
7222         if (texturesurfacelist[0]->lightmapinfo)
7223         {
7224                 // generate color arrays for the surfaces in this list
7225                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7226                 {
7227                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7228                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7229                         {
7230                                 if (surface->lightmapinfo->samples)
7231                                 {
7232                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7233                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7234                                         VectorScale(lm, scale, c);
7235                                         if (surface->lightmapinfo->styles[1] != 255)
7236                                         {
7237                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7238                                                 lm += size3;
7239                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7240                                                 VectorMA(c, scale, lm, c);
7241                                                 if (surface->lightmapinfo->styles[2] != 255)
7242                                                 {
7243                                                         lm += size3;
7244                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7245                                                         VectorMA(c, scale, lm, c);
7246                                                         if (surface->lightmapinfo->styles[3] != 255)
7247                                                         {
7248                                                                 lm += size3;
7249                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7250                                                                 VectorMA(c, scale, lm, c);
7251                                                         }
7252                                                 }
7253                                         }
7254                                 }
7255                                 else
7256                                         VectorClear(c);
7257                                 c[3] = 1;
7258                         }
7259                 }
7260                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7261                 rsurface.lightmapcolor4f_bufferobject = 0;
7262                 rsurface.lightmapcolor4f_bufferoffset = 0;
7263         }
7264         else
7265         {
7266                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7267                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7268                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7269         }
7270         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7271         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7272         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7273         GL_Color(r, g, b, a);
7274         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7275 }
7276
7277 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7278 {
7279         int texturesurfaceindex;
7280         int i;
7281         float f;
7282         float alpha;
7283         const float *v;
7284         const float *n;
7285         float *c;
7286         vec3_t ambientcolor;
7287         vec3_t diffusecolor;
7288         vec3_t lightdir;
7289         // TODO: optimize
7290         // model lighting
7291         VectorCopy(rsurface.modellight_lightdir, lightdir);
7292         f = 0.5f * r_refdef.lightmapintensity;
7293         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7294         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7295         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7296         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7297         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7298         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7299         alpha = *a;
7300         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7301         {
7302                 // generate color arrays for the surfaces in this list
7303                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7304                 {
7305                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7306                         int numverts = surface->num_vertices;
7307                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7308                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7309                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7310                         // q3-style directional shading
7311                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7312                         {
7313                                 if ((f = DotProduct(n, lightdir)) > 0)
7314                                         VectorMA(ambientcolor, f, diffusecolor, c);
7315                                 else
7316                                         VectorCopy(ambientcolor, c);
7317                                 c[3] = alpha;
7318                         }
7319                 }
7320                 *r = 1;
7321                 *g = 1;
7322                 *b = 1;
7323                 *a = 1;
7324                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7325                 rsurface.lightmapcolor4f_bufferobject = 0;
7326                 rsurface.lightmapcolor4f_bufferoffset = 0;
7327                 *applycolor = false;
7328         }
7329         else
7330         {
7331                 *r = ambientcolor[0];
7332                 *g = ambientcolor[1];
7333                 *b = ambientcolor[2];
7334                 rsurface.lightmapcolor4f = NULL;
7335                 rsurface.lightmapcolor4f_bufferobject = 0;
7336                 rsurface.lightmapcolor4f_bufferoffset = 0;
7337         }
7338 }
7339
7340 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7341 {
7342         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7343         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7344         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7345         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7346         GL_Color(r, g, b, a);
7347         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7348 }
7349
7350 void RSurf_SetupDepthAndCulling(void)
7351 {
7352         // submodels are biased to avoid z-fighting with world surfaces that they
7353         // may be exactly overlapping (avoids z-fighting artifacts on certain
7354         // doors and things in Quake maps)
7355         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7356         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7357         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7358         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7359 }
7360
7361 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7362 {
7363         // transparent sky would be ridiculous
7364         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7365                 return;
7366         R_SetupGenericShader(false);
7367         skyrenderlater = true;
7368         RSurf_SetupDepthAndCulling();
7369         GL_DepthMask(true);
7370         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7371         // skymasking on them, and Quake3 never did sky masking (unlike
7372         // software Quake and software Quake2), so disable the sky masking
7373         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7374         // and skymasking also looks very bad when noclipping outside the
7375         // level, so don't use it then either.
7376         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7377         {
7378                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7379                 R_Mesh_ColorPointer(NULL, 0, 0);
7380                 R_Mesh_ResetTextureState();
7381                 if (skyrendermasked)
7382                 {
7383                         R_SetupDepthOrShadowShader();
7384                         // depth-only (masking)
7385                         GL_ColorMask(0,0,0,0);
7386                         // just to make sure that braindead drivers don't draw
7387                         // anything despite that colormask...
7388                         GL_BlendFunc(GL_ZERO, GL_ONE);
7389                 }
7390                 else
7391                 {
7392                         R_SetupGenericShader(false);
7393                         // fog sky
7394                         GL_BlendFunc(GL_ONE, GL_ZERO);
7395                 }
7396                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7397                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7398                 if (skyrendermasked)
7399                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7400         }
7401         R_Mesh_ResetTextureState();
7402         GL_Color(1, 1, 1, 1);
7403 }
7404
7405 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7406 {
7407         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7408                 return;
7409
7410         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7411         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7412         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7413         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7414         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7415         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7416         if (rsurface.texture->backgroundcurrentskinframe)
7417         {
7418                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7419                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7420                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7421                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7422         }
7423         if(rsurface.texture->colormapping)
7424         {
7425                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7426                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7427         }
7428         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7429         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7430                 R_Mesh_ColorPointer(NULL, 0, 0);
7431         else
7432                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7433
7434         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7435         {
7436                 // render background
7437                 GL_BlendFunc(GL_ONE, GL_ZERO);
7438                 GL_DepthMask(true);
7439                 GL_AlphaTest(false);
7440
7441                 GL_Color(1, 1, 1, 1);
7442                 R_Mesh_ColorPointer(NULL, 0, 0);
7443
7444                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7445                 if (r_glsl_permutation)
7446                 {
7447                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7448                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7449                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7450                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7451                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7452                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7453                         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);
7454                 }
7455                 GL_LockArrays(0, 0);
7456
7457                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7458                 GL_DepthMask(false);
7459                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7460                         R_Mesh_ColorPointer(NULL, 0, 0);
7461                 else
7462                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7463                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7464                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7465         }
7466
7467         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7468         if (!r_glsl_permutation)
7469                 return;
7470
7471         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7472         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7473         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7474         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7475         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7476         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7477
7478         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7479         {
7480                 GL_BlendFunc(GL_ONE, GL_ZERO);
7481                 GL_DepthMask(true);
7482                 GL_AlphaTest(false);
7483         }
7484         else
7485         {
7486                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7487                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7488                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7489         }
7490
7491         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7492         {
7493                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7494                         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);
7495                 else
7496                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7497         }
7498         else
7499         {
7500                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7501                         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);
7502                 else
7503                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7504         }
7505         GL_LockArrays(0, 0);
7506 }
7507
7508 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7509 {
7510         // OpenGL 1.3 path - anything not completely ancient
7511         int texturesurfaceindex;
7512         qboolean applycolor;
7513         qboolean applyfog;
7514         rmeshstate_t m;
7515         int layerindex;
7516         const texturelayer_t *layer;
7517         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7518
7519         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7520         {
7521                 vec4_t layercolor;
7522                 int layertexrgbscale;
7523                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7524                 {
7525                         if (layerindex == 0)
7526                                 GL_AlphaTest(true);
7527                         else
7528                         {
7529                                 GL_AlphaTest(false);
7530                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7531                         }
7532                 }
7533                 GL_DepthMask(layer->depthmask && writedepth);
7534                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7535                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7536                 {
7537                         layertexrgbscale = 4;
7538                         VectorScale(layer->color, 0.25f, layercolor);
7539                 }
7540                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7541                 {
7542                         layertexrgbscale = 2;
7543                         VectorScale(layer->color, 0.5f, layercolor);
7544                 }
7545                 else
7546                 {
7547                         layertexrgbscale = 1;
7548                         VectorScale(layer->color, 1.0f, layercolor);
7549                 }
7550                 layercolor[3] = layer->color[3];
7551                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7552                 R_Mesh_ColorPointer(NULL, 0, 0);
7553                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7554                 switch (layer->type)
7555                 {
7556                 case TEXTURELAYERTYPE_LITTEXTURE:
7557                         memset(&m, 0, sizeof(m));
7558                         m.tex[0] = R_GetTexture(r_texture_white);
7559                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7560                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7561                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7562                         m.tex[1] = R_GetTexture(layer->texture);
7563                         m.texmatrix[1] = layer->texmatrix;
7564                         m.texrgbscale[1] = layertexrgbscale;
7565                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7566                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7567                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7568                         R_Mesh_TextureState(&m);
7569                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7570                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7571                         else if (rsurface.uselightmaptexture)
7572                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7573                         else
7574                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7575                         break;
7576                 case TEXTURELAYERTYPE_TEXTURE:
7577                         memset(&m, 0, sizeof(m));
7578                         m.tex[0] = R_GetTexture(layer->texture);
7579                         m.texmatrix[0] = layer->texmatrix;
7580                         m.texrgbscale[0] = layertexrgbscale;
7581                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7582                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7583                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7584                         R_Mesh_TextureState(&m);
7585                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7586                         break;
7587                 case TEXTURELAYERTYPE_FOG:
7588                         memset(&m, 0, sizeof(m));
7589                         m.texrgbscale[0] = layertexrgbscale;
7590                         if (layer->texture)
7591                         {
7592                                 m.tex[0] = R_GetTexture(layer->texture);
7593                                 m.texmatrix[0] = layer->texmatrix;
7594                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7595                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7596                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7597                         }
7598                         R_Mesh_TextureState(&m);
7599                         // generate a color array for the fog pass
7600                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7601                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7602                         {
7603                                 int i;
7604                                 float f;
7605                                 const float *v;
7606                                 float *c;
7607                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7608                                 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)
7609                                 {
7610                                         f = 1 - RSurf_FogVertex(v);
7611                                         c[0] = layercolor[0];
7612                                         c[1] = layercolor[1];
7613                                         c[2] = layercolor[2];
7614                                         c[3] = f * layercolor[3];
7615                                 }
7616                         }
7617                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7618                         break;
7619                 default:
7620                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7621                 }
7622                 GL_LockArrays(0, 0);
7623         }
7624         CHECKGLERROR
7625         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7626         {
7627                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7628                 GL_AlphaTest(false);
7629         }
7630 }
7631
7632 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7633 {
7634         // OpenGL 1.1 - crusty old voodoo path
7635         int texturesurfaceindex;
7636         qboolean applyfog;
7637         rmeshstate_t m;
7638         int layerindex;
7639         const texturelayer_t *layer;
7640         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7641
7642         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7643         {
7644                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7645                 {
7646                         if (layerindex == 0)
7647                                 GL_AlphaTest(true);
7648                         else
7649                         {
7650                                 GL_AlphaTest(false);
7651                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7652                         }
7653                 }
7654                 GL_DepthMask(layer->depthmask && writedepth);
7655                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7656                 R_Mesh_ColorPointer(NULL, 0, 0);
7657                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7658                 switch (layer->type)
7659                 {
7660                 case TEXTURELAYERTYPE_LITTEXTURE:
7661                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7662                         {
7663                                 // two-pass lit texture with 2x rgbscale
7664                                 // first the lightmap pass
7665                                 memset(&m, 0, sizeof(m));
7666                                 m.tex[0] = R_GetTexture(r_texture_white);
7667                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7668                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7669                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7670                                 R_Mesh_TextureState(&m);
7671                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7672                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7673                                 else if (rsurface.uselightmaptexture)
7674                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7675                                 else
7676                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7677                                 GL_LockArrays(0, 0);
7678                                 // then apply the texture to it
7679                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7680                                 memset(&m, 0, sizeof(m));
7681                                 m.tex[0] = R_GetTexture(layer->texture);
7682                                 m.texmatrix[0] = layer->texmatrix;
7683                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7684                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7685                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7686                                 R_Mesh_TextureState(&m);
7687                                 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);
7688                         }
7689                         else
7690                         {
7691                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7692                                 memset(&m, 0, sizeof(m));
7693                                 m.tex[0] = R_GetTexture(layer->texture);
7694                                 m.texmatrix[0] = layer->texmatrix;
7695                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7696                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7697                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7698                                 R_Mesh_TextureState(&m);
7699                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7700                                         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);
7701                                 else
7702                                         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);
7703                         }
7704                         break;
7705                 case TEXTURELAYERTYPE_TEXTURE:
7706                         // singletexture unlit texture with transparency support
7707                         memset(&m, 0, sizeof(m));
7708                         m.tex[0] = R_GetTexture(layer->texture);
7709                         m.texmatrix[0] = layer->texmatrix;
7710                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7711                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7712                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7713                         R_Mesh_TextureState(&m);
7714                         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);
7715                         break;
7716                 case TEXTURELAYERTYPE_FOG:
7717                         // singletexture fogging
7718                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7719                         if (layer->texture)
7720                         {
7721                                 memset(&m, 0, sizeof(m));
7722                                 m.tex[0] = R_GetTexture(layer->texture);
7723                                 m.texmatrix[0] = layer->texmatrix;
7724                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7725                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7726                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7727                                 R_Mesh_TextureState(&m);
7728                         }
7729                         else
7730                                 R_Mesh_ResetTextureState();
7731                         // generate a color array for the fog pass
7732                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7733                         {
7734                                 int i;
7735                                 float f;
7736                                 const float *v;
7737                                 float *c;
7738                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7739                                 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)
7740                                 {
7741                                         f = 1 - RSurf_FogVertex(v);
7742                                         c[0] = layer->color[0];
7743                                         c[1] = layer->color[1];
7744                                         c[2] = layer->color[2];
7745                                         c[3] = f * layer->color[3];
7746                                 }
7747                         }
7748                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7749                         break;
7750                 default:
7751                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7752                 }
7753                 GL_LockArrays(0, 0);
7754         }
7755         CHECKGLERROR
7756         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7757         {
7758                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7759                 GL_AlphaTest(false);
7760         }
7761 }
7762
7763 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7764 {
7765         float c[4];
7766
7767         GL_AlphaTest(false);
7768         R_Mesh_ColorPointer(NULL, 0, 0);
7769         R_Mesh_ResetTextureState();
7770         R_SetupGenericShader(false);
7771
7772         if(rsurface.texture && rsurface.texture->currentskinframe)
7773         {
7774                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7775                 c[3] *= rsurface.texture->currentalpha;
7776         }
7777         else
7778         {
7779                 c[0] = 1;
7780                 c[1] = 0;
7781                 c[2] = 1;
7782                 c[3] = 1;
7783         }
7784
7785         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7786         {
7787                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7788                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7789                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7790         }
7791
7792         // brighten it up (as texture value 127 means "unlit")
7793         c[0] *= 2 * r_refdef.view.colorscale;
7794         c[1] *= 2 * r_refdef.view.colorscale;
7795         c[2] *= 2 * r_refdef.view.colorscale;
7796
7797         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7798                 c[3] *= r_wateralpha.value;
7799
7800         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7801         {
7802                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7803                 GL_DepthMask(false);
7804         }
7805         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7806         {
7807                 GL_BlendFunc(GL_ONE, GL_ONE);
7808                 GL_DepthMask(false);
7809         }
7810         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7811         {
7812                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7813                 GL_DepthMask(false);
7814         }
7815         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7816         {
7817                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7818                 GL_DepthMask(false);
7819         }
7820         else
7821         {
7822                 GL_BlendFunc(GL_ONE, GL_ZERO);
7823                 GL_DepthMask(writedepth);
7824         }
7825
7826         rsurface.lightmapcolor4f = NULL;
7827
7828         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7829         {
7830                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7831
7832                 rsurface.lightmapcolor4f = NULL;
7833                 rsurface.lightmapcolor4f_bufferobject = 0;
7834                 rsurface.lightmapcolor4f_bufferoffset = 0;
7835         }
7836         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7837         {
7838                 qboolean applycolor = true;
7839                 float one = 1.0;
7840
7841                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7842
7843                 r_refdef.lightmapintensity = 1;
7844                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7845                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7846         }
7847         else
7848         {
7849                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7850
7851                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7852                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7853                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7854         }
7855
7856         if(!rsurface.lightmapcolor4f)
7857                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7858
7859         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7860         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7861         if(r_refdef.fogenabled)
7862                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7863
7864         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7865         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7866 }
7867
7868 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7869 {
7870         CHECKGLERROR
7871         RSurf_SetupDepthAndCulling();
7872         if (r_showsurfaces.integer == 3)
7873                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7874         else if (r_glsl.integer && gl_support_fragment_shader)
7875                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7876         else if (gl_combine.integer && r_textureunits.integer >= 2)
7877                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7878         else
7879                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7880         CHECKGLERROR
7881 }
7882
7883 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7884 {
7885         CHECKGLERROR
7886         RSurf_SetupDepthAndCulling();
7887         if (r_showsurfaces.integer == 3)
7888                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7889         else if (r_glsl.integer && gl_support_fragment_shader)
7890                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7891         else if (gl_combine.integer && r_textureunits.integer >= 2)
7892                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7893         else
7894                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7895         CHECKGLERROR
7896 }
7897
7898 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7899 {
7900         int i, j;
7901         int texturenumsurfaces, endsurface;
7902         texture_t *texture;
7903         const msurface_t *surface;
7904         const msurface_t *texturesurfacelist[1024];
7905
7906         // if the model is static it doesn't matter what value we give for
7907         // wantnormals and wanttangents, so this logic uses only rules applicable
7908         // to a model, knowing that they are meaningless otherwise
7909         if (ent == r_refdef.scene.worldentity)
7910                 RSurf_ActiveWorldEntity();
7911         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7912                 RSurf_ActiveModelEntity(ent, false, false);
7913         else
7914                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7915
7916         for (i = 0;i < numsurfaces;i = j)
7917         {
7918                 j = i + 1;
7919                 surface = rsurface.modelsurfaces + surfacelist[i];
7920                 texture = surface->texture;
7921                 rsurface.texture = R_GetCurrentTexture(texture);
7922                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7923                 // scan ahead until we find a different texture
7924                 endsurface = min(i + 1024, numsurfaces);
7925                 texturenumsurfaces = 0;
7926                 texturesurfacelist[texturenumsurfaces++] = surface;
7927                 for (;j < endsurface;j++)
7928                 {
7929                         surface = rsurface.modelsurfaces + surfacelist[j];
7930                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7931                                 break;
7932                         texturesurfacelist[texturenumsurfaces++] = surface;
7933                 }
7934                 // render the range of surfaces
7935                 if (ent == r_refdef.scene.worldentity)
7936                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7937                 else
7938                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7939         }
7940         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7941         GL_AlphaTest(false);
7942 }
7943
7944 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7945 {
7946         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7947         CHECKGLERROR
7948         if (depthonly)
7949         {
7950                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7951                         return;
7952                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7953                         return;
7954                 RSurf_SetupDepthAndCulling();
7955                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7956                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7957         }
7958         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7959         {
7960                 RSurf_SetupDepthAndCulling();
7961                 GL_AlphaTest(false);
7962                 R_Mesh_ColorPointer(NULL, 0, 0);
7963                 R_Mesh_ResetTextureState();
7964                 R_SetupGenericShader(false);
7965                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7966                 GL_DepthMask(true);
7967                 GL_BlendFunc(GL_ONE, GL_ZERO);
7968                 GL_Color(0, 0, 0, 1);
7969                 GL_DepthTest(writedepth);
7970                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7971         }
7972         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7973         {
7974                 RSurf_SetupDepthAndCulling();
7975                 GL_AlphaTest(false);
7976                 R_Mesh_ColorPointer(NULL, 0, 0);
7977                 R_Mesh_ResetTextureState();
7978                 R_SetupGenericShader(false);
7979                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7980                 GL_DepthMask(true);
7981                 GL_BlendFunc(GL_ONE, GL_ZERO);
7982                 GL_DepthTest(true);
7983                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7984         }
7985         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7986                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7987         else if (!rsurface.texture->currentnumlayers)
7988                 return;
7989         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7990         {
7991                 // transparent surfaces get pushed off into the transparent queue
7992                 int surfacelistindex;
7993                 const msurface_t *surface;
7994                 vec3_t tempcenter, center;
7995                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7996                 {
7997                         surface = texturesurfacelist[surfacelistindex];
7998                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7999                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8000                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8001                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8002                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8003                 }
8004         }
8005         else
8006         {
8007                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8008                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8009         }
8010         CHECKGLERROR
8011 }
8012
8013 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8014 {
8015         int i, j;
8016         texture_t *texture;
8017         // break the surface list down into batches by texture and use of lightmapping
8018         for (i = 0;i < numsurfaces;i = j)
8019         {
8020                 j = i + 1;
8021                 // texture is the base texture pointer, rsurface.texture is the
8022                 // current frame/skin the texture is directing us to use (for example
8023                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8024                 // use skin 1 instead)
8025                 texture = surfacelist[i]->texture;
8026                 rsurface.texture = R_GetCurrentTexture(texture);
8027                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8028                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8029                 {
8030                         // if this texture is not the kind we want, skip ahead to the next one
8031                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8032                                 ;
8033                         continue;
8034                 }
8035                 // simply scan ahead until we find a different texture or lightmap state
8036                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8037                         ;
8038                 // render the range of surfaces
8039                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8040         }
8041 }
8042
8043 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8044 {
8045         CHECKGLERROR
8046         if (depthonly)
8047         {
8048                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8049                         return;
8050                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8051                         return;
8052                 RSurf_SetupDepthAndCulling();
8053                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8054                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8055         }
8056         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8057         {
8058                 RSurf_SetupDepthAndCulling();
8059                 GL_AlphaTest(false);
8060                 R_Mesh_ColorPointer(NULL, 0, 0);
8061                 R_Mesh_ResetTextureState();
8062                 R_SetupGenericShader(false);
8063                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8064                 GL_DepthMask(true);
8065                 GL_BlendFunc(GL_ONE, GL_ZERO);
8066                 GL_Color(0, 0, 0, 1);
8067                 GL_DepthTest(writedepth);
8068                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8069         }
8070         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8071         {
8072                 RSurf_SetupDepthAndCulling();
8073                 GL_AlphaTest(false);
8074                 R_Mesh_ColorPointer(NULL, 0, 0);
8075                 R_Mesh_ResetTextureState();
8076                 R_SetupGenericShader(false);
8077                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8078                 GL_DepthMask(true);
8079                 GL_BlendFunc(GL_ONE, GL_ZERO);
8080                 GL_DepthTest(true);
8081                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8082         }
8083         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8084                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8085         else if (!rsurface.texture->currentnumlayers)
8086                 return;
8087         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8088         {
8089                 // transparent surfaces get pushed off into the transparent queue
8090                 int surfacelistindex;
8091                 const msurface_t *surface;
8092                 vec3_t tempcenter, center;
8093                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8094                 {
8095                         surface = texturesurfacelist[surfacelistindex];
8096                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8097                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8098                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8099                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8100                         if (queueentity->transparent_offset) // transparent offset
8101                         {
8102                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8103                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8104                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8105                         }
8106                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8107                 }
8108         }
8109         else
8110         {
8111                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8112                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8113         }
8114         CHECKGLERROR
8115 }
8116
8117 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8118 {
8119         int i, j;
8120         texture_t *texture;
8121         // break the surface list down into batches by texture and use of lightmapping
8122         for (i = 0;i < numsurfaces;i = j)
8123         {
8124                 j = i + 1;
8125                 // texture is the base texture pointer, rsurface.texture is the
8126                 // current frame/skin the texture is directing us to use (for example
8127                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8128                 // use skin 1 instead)
8129                 texture = surfacelist[i]->texture;
8130                 rsurface.texture = R_GetCurrentTexture(texture);
8131                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8132                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8133                 {
8134                         // if this texture is not the kind we want, skip ahead to the next one
8135                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8136                                 ;
8137                         continue;
8138                 }
8139                 // simply scan ahead until we find a different texture or lightmap state
8140                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8141                         ;
8142                 // render the range of surfaces
8143                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8144         }
8145 }
8146
8147 float locboxvertex3f[6*4*3] =
8148 {
8149         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8150         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8151         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8152         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8153         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8154         1,0,0, 0,0,0, 0,1,0, 1,1,0
8155 };
8156
8157 unsigned short locboxelements[6*2*3] =
8158 {
8159          0, 1, 2, 0, 2, 3,
8160          4, 5, 6, 4, 6, 7,
8161          8, 9,10, 8,10,11,
8162         12,13,14, 12,14,15,
8163         16,17,18, 16,18,19,
8164         20,21,22, 20,22,23
8165 };
8166
8167 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8168 {
8169         int i, j;
8170         cl_locnode_t *loc = (cl_locnode_t *)ent;
8171         vec3_t mins, size;
8172         float vertex3f[6*4*3];
8173         CHECKGLERROR
8174         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8175         GL_DepthMask(false);
8176         GL_DepthRange(0, 1);
8177         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8178         GL_DepthTest(true);
8179         GL_CullFace(GL_NONE);
8180         R_Mesh_Matrix(&identitymatrix);
8181
8182         R_Mesh_VertexPointer(vertex3f, 0, 0);
8183         R_Mesh_ColorPointer(NULL, 0, 0);
8184         R_Mesh_ResetTextureState();
8185         R_SetupGenericShader(false);
8186
8187         i = surfacelist[0];
8188         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8189                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8190                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8191                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8192
8193         if (VectorCompare(loc->mins, loc->maxs))
8194         {
8195                 VectorSet(size, 2, 2, 2);
8196                 VectorMA(loc->mins, -0.5f, size, mins);
8197         }
8198         else
8199         {
8200                 VectorCopy(loc->mins, mins);
8201                 VectorSubtract(loc->maxs, loc->mins, size);
8202         }
8203
8204         for (i = 0;i < 6*4*3;)
8205                 for (j = 0;j < 3;j++, i++)
8206                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8207
8208         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8209 }
8210
8211 void R_DrawLocs(void)
8212 {
8213         int index;
8214         cl_locnode_t *loc, *nearestloc;
8215         vec3_t center;
8216         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8217         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8218         {
8219                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8220                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8221         }
8222 }
8223
8224 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8225 {
8226         if (decalsystem->decals)
8227                 Mem_Free(decalsystem->decals);
8228         memset(decalsystem, 0, sizeof(*decalsystem));
8229 }
8230
8231 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex)
8232 {
8233         float *v3f;
8234         float *tc2f;
8235         float *c4f;
8236         float ca;
8237         tridecal_t *decal;
8238         tridecal_t *decals;
8239         int i;
8240         int maxdecals;
8241
8242         // expand or initialize the system
8243         if (decalsystem->maxdecals <= decalsystem->numdecals)
8244         {
8245                 decalsystem_t old = *decalsystem;
8246                 qboolean useshortelements;
8247                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8248                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8249                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8250                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8251                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8252                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8253                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8254                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8255                 if (decalsystem->numdecals)
8256                 {
8257                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8258                         memcpy(decalsystem->vertex3f, old.vertex3f, decalsystem->numdecals * sizeof(float[3][3]));
8259                         memcpy(decalsystem->texcoord2f, old.texcoord2f, decalsystem->numdecals * sizeof(float[3][2]));
8260                         memcpy(decalsystem->color4f, old.color4f, decalsystem->numdecals * sizeof(float[3][4]));
8261                 }
8262                 Mem_Free(old.decals);
8263                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8264                         decalsystem->element3i[i] = i;
8265                 if (useshortelements)
8266                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8267                                 decalsystem->element3s[i] = i;
8268         }
8269
8270         // grab a decal and search for another free slot for the next one
8271         maxdecals = decalsystem->maxdecals;
8272         decals = decalsystem->decals;
8273         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8274         v3f = decalsystem->vertex3f + 9*i;
8275         tc2f = decalsystem->texcoord2f + 6*i;
8276         c4f = decalsystem->color4f + 12*i;
8277         for (i = decalsystem->freedecal;i < maxdecals && decals[i].colors[0][3];i++)
8278                 ;
8279         decalsystem->freedecal = i;
8280         if (decalsystem->numdecals <= i)
8281                 decalsystem->numdecals = i + 1;
8282
8283         // initialize the decal
8284         decal->lived = 0;
8285         decal->triangleindex = triangleindex;
8286         decal->colors[0][0] = (unsigned char)(c0[0]*255.0f);
8287         decal->colors[0][1] = (unsigned char)(c0[1]*255.0f);
8288         decal->colors[0][2] = (unsigned char)(c0[2]*255.0f);
8289         decal->colors[0][3] = 255;
8290         decal->colors[1][0] = (unsigned char)(c1[0]*255.0f);
8291         decal->colors[1][1] = (unsigned char)(c1[1]*255.0f);
8292         decal->colors[1][2] = (unsigned char)(c1[2]*255.0f);
8293         decal->colors[1][3] = 255;
8294         decal->colors[2][0] = (unsigned char)(c2[0]*255.0f);
8295         decal->colors[2][1] = (unsigned char)(c2[1]*255.0f);
8296         decal->colors[2][2] = (unsigned char)(c2[2]*255.0f);
8297         decal->colors[2][3] = 255;
8298         v3f[0] = v0[0];
8299         v3f[1] = v0[1];
8300         v3f[2] = v0[2];
8301         v3f[3] = v1[0];
8302         v3f[4] = v1[1];
8303         v3f[5] = v1[2];
8304         v3f[6] = v2[0];
8305         v3f[7] = v2[1];
8306         v3f[8] = v2[2];
8307         tc2f[0] = t0[0];
8308         tc2f[1] = t0[1];
8309         tc2f[2] = t1[0];
8310         tc2f[3] = t1[1];
8311         tc2f[4] = t2[0];
8312         tc2f[5] = t2[1];
8313         ca = (1.0f/255.0f);
8314         c4f[ 0] = decal->colors[0][0] * ca;
8315         c4f[ 1] = decal->colors[0][1] * ca;
8316         c4f[ 2] = decal->colors[0][2] * ca;
8317         c4f[ 3] = 1;
8318         c4f[ 4] = decal->colors[1][0] * ca;
8319         c4f[ 5] = decal->colors[1][1] * ca;
8320         c4f[ 6] = decal->colors[1][2] * ca;
8321         c4f[ 7] = 1;
8322         c4f[ 8] = decal->colors[2][0] * ca;
8323         c4f[ 9] = decal->colors[2][1] * ca;
8324         c4f[10] = decal->colors[2][2] * ca;
8325         c4f[11] = 1;
8326 }
8327
8328 extern cvar_t cl_decals_bias;
8329 extern cvar_t cl_decals_models;
8330 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8331 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8332 {
8333         matrix4x4_t projection;
8334         decalsystem_t *decalsystem;
8335         qboolean dynamic;
8336         dp_model_t *model;
8337         const float *vertex3f;
8338         const msurface_t *surface;
8339         const msurface_t *surfaces;
8340         const int *surfacelist;
8341         const texture_t *texture;
8342         int numvertices;
8343         int numtriangles;
8344         int numsurfacelist;
8345         int surfacelistindex;
8346         int triangleindex;
8347         int cornerindex;
8348         int index;
8349         int numpoints;
8350         const int *e;
8351         float localorigin[3];
8352         float localnormal[3];
8353         float localmins[3];
8354         float localmaxs[3];
8355         float localsize;
8356         float ilocalsize;
8357         float v[9][3];
8358         float tc[9][2];
8359         float c[9][4];
8360         //float normal[3];
8361         float planes[6][4];
8362         float f;
8363         float points[2][9][3];
8364         float angles[3];
8365         float temp[3];
8366
8367         decalsystem = &ent->decalsystem;
8368         model = ent->model;
8369         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8370         {
8371                 R_DecalSystem_Reset(&ent->decalsystem);
8372                 return;
8373         }
8374
8375         if (!model->brush.data_nodes && !cl_decals_models.integer)
8376         {
8377                 if (decalsystem->model)
8378                         R_DecalSystem_Reset(decalsystem);
8379                 return;
8380         }
8381
8382         if (decalsystem->model != model)
8383                 R_DecalSystem_Reset(decalsystem);
8384         decalsystem->model = model;
8385
8386         RSurf_ActiveModelEntity(ent, false, false);
8387
8388         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8389         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8390         VectorNormalize(localnormal);
8391         localsize = worldsize*rsurface.inversematrixscale;
8392         ilocalsize = 1.0f / localsize;
8393         localmins[0] = localorigin[0] - localsize;
8394         localmins[1] = localorigin[1] - localsize;
8395         localmins[2] = localorigin[2] - localsize;
8396         localmaxs[0] = localorigin[0] + localsize;
8397         localmaxs[1] = localorigin[1] + localsize;
8398         localmaxs[2] = localorigin[2] + localsize;
8399
8400         //VectorCopy(localnormal, planes[4]);
8401         //VectorVectors(planes[4], planes[2], planes[0]);
8402         AnglesFromVectors(angles, localnormal, NULL, false);
8403         AngleVectors(angles, planes[0], planes[2], planes[4]);
8404         VectorNegate(planes[0], planes[1]);
8405         VectorNegate(planes[2], planes[3]);
8406         VectorNegate(planes[4], planes[5]);
8407         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8408         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8409         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8410         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8411         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8412         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8413
8414 #if 1
8415 // works
8416 {
8417         matrix4x4_t forwardprojection;
8418         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8419         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8420 }
8421 #else
8422 // broken
8423 {
8424         float projectionvector[4][3];
8425         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8426         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8427         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8428         projectionvector[0][0] = planes[0][0] * ilocalsize;
8429         projectionvector[0][1] = planes[1][0] * ilocalsize;
8430         projectionvector[0][2] = planes[2][0] * ilocalsize;
8431         projectionvector[1][0] = planes[0][1] * ilocalsize;
8432         projectionvector[1][1] = planes[1][1] * ilocalsize;
8433         projectionvector[1][2] = planes[2][1] * ilocalsize;
8434         projectionvector[2][0] = planes[0][2] * ilocalsize;
8435         projectionvector[2][1] = planes[1][2] * ilocalsize;
8436         projectionvector[2][2] = planes[2][2] * ilocalsize;
8437         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8438         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8439         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8440         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8441 }
8442 #endif
8443
8444         dynamic = model->surfmesh.isanimated;
8445         vertex3f = rsurface.modelvertex3f;
8446         numsurfacelist = model->nummodelsurfaces;
8447         surfacelist = model->sortedmodelsurfaces;
8448         surfaces = model->data_surfaces;
8449         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8450         {
8451                 surface = surfaces + surfacelist[surfacelistindex];
8452                 // skip transparent surfaces
8453                 texture = surface->texture;
8454                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8455                         continue;
8456                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8457                         continue;
8458                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8459                         continue;
8460                 numvertices = surface->num_vertices;
8461                 numtriangles = surface->num_triangles;
8462                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8463                 {
8464                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8465                         {
8466                                 index = 3*e[cornerindex];
8467                                 VectorCopy(vertex3f + index, v[cornerindex]);
8468                         }
8469                         // cull backfaces
8470                         //TriangleNormal(v[0], v[1], v[2], normal);
8471                         //if (DotProduct(normal, localnormal) < 0.0f)
8472                         //      continue;
8473                         // clip by each of the box planes formed from the projection matrix
8474                         // if anything survives, we emit the decal
8475                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8476                         if (numpoints < 3)
8477                                 continue;
8478                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8479                         if (numpoints < 3)
8480                                 continue;
8481                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8482                         if (numpoints < 3)
8483                                 continue;
8484                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8485                         if (numpoints < 3)
8486                                 continue;
8487                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8488                         if (numpoints < 3)
8489                                 continue;
8490                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8491                         if (numpoints < 3)
8492                                 continue;
8493                         // some part of the triangle survived, so we have to accept it...
8494                         if (dynamic)
8495                         {
8496                                 // dynamic always uses the original triangle
8497                                 numpoints = 3;
8498                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8499                                 {
8500                                         index = 3*e[cornerindex];
8501                                         VectorCopy(vertex3f + index, v[cornerindex]);
8502                                 }
8503                         }
8504                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8505                         {
8506                                 // convert vertex positions to texcoords
8507                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8508                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8509                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8510                                 // calculate distance fade from the projection origin
8511                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8512                                 f = bound(0.0f, f, 1.0f);
8513                                 c[cornerindex][0] = r * f;
8514                                 c[cornerindex][1] = g * f;
8515                                 c[cornerindex][2] = b * f;
8516                                 c[cornerindex][3] = 1.0f;
8517                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8518                         }
8519                         if (dynamic)
8520                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle);
8521                         else
8522                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8523                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1);
8524                 }
8525         }
8526 }
8527
8528 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8529 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8530 {
8531         int renderentityindex;
8532         float worldmins[3];
8533         float worldmaxs[3];
8534         entity_render_t *ent;
8535
8536         if (!cl_decals_newsystem.integer)
8537                 return;
8538
8539         worldmins[0] = worldorigin[0] - worldsize;
8540         worldmins[1] = worldorigin[1] - worldsize;
8541         worldmins[2] = worldorigin[2] - worldsize;
8542         worldmaxs[0] = worldorigin[0] + worldsize;
8543         worldmaxs[1] = worldorigin[1] + worldsize;
8544         worldmaxs[2] = worldorigin[2] + worldsize;
8545
8546         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8547
8548         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8549         {
8550                 ent = r_refdef.scene.entities[renderentityindex];
8551                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8552                         continue;
8553
8554                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8555         }
8556 }
8557
8558 typedef struct r_decalsystem_splatqueue_s
8559 {
8560         vec3_t worldorigin;
8561         vec3_t worldnormal;
8562         float color[4];
8563         float tcrange[4];
8564         float worldsize;
8565 }
8566 r_decalsystem_splatqueue_t;
8567
8568 int r_decalsystem_queuestart = 0;
8569 int r_decalsystem_queueend = 0;
8570 #define MAX_DECALSYSTEM_QUEUE 128
8571 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8572
8573 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8574 {
8575         r_decalsystem_splatqueue_t *queue;
8576
8577         if (!cl_decals_newsystem.integer)
8578                 return;
8579
8580         queue = &r_decalsystem_queue[(r_decalsystem_queueend++) % MAX_DECALSYSTEM_QUEUE];
8581         VectorCopy(worldorigin, queue->worldorigin);
8582         VectorCopy(worldnormal, queue->worldnormal);
8583         Vector4Set(queue->color, r, g, b, a);
8584         Vector4Set(queue->tcrange, s1, t1, s2, t2);
8585         queue->worldsize = worldsize;
8586 }
8587
8588 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8589 {
8590         r_decalsystem_splatqueue_t *queue;
8591
8592         r_decalsystem_queuestart = max(r_decalsystem_queuestart, r_decalsystem_queueend - MAX_DECALSYSTEM_QUEUE);
8593         while (r_decalsystem_queuestart < r_decalsystem_queueend)
8594         {
8595                 queue = &r_decalsystem_queue[(r_decalsystem_queuestart++) % MAX_DECALSYSTEM_QUEUE];
8596                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize);
8597         }
8598 }
8599
8600 extern skinframe_t *decalskinframe;
8601 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8602 {
8603         int i;
8604         decalsystem_t *decalsystem = &ent->decalsystem;
8605         int numdecals;
8606         tridecal_t *decal;
8607         float frametime;
8608         float fadedelay;
8609         float faderate;
8610         float alpha;
8611         float *v3f;
8612         float *c4f;
8613         const int *e;
8614
8615         if (!decalsystem->numdecals)
8616                 return;
8617
8618         if (r_showsurfaces.integer)
8619                 return;
8620
8621         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8622         {
8623                 R_DecalSystem_Reset(decalsystem);
8624                 return;
8625         }
8626
8627         // if the model is static it doesn't matter what value we give for
8628         // wantnormals and wanttangents, so this logic uses only rules applicable
8629         // to a model, knowing that they are meaningless otherwise
8630         if (ent == r_refdef.scene.worldentity)
8631                 RSurf_ActiveWorldEntity();
8632         else
8633                 RSurf_ActiveModelEntity(ent, false, false);
8634
8635         if (decalsystem->lastupdatetime)
8636                 frametime = cl.time - decalsystem->lastupdatetime;
8637         else
8638                 frametime = 0;
8639         decalsystem->lastupdatetime = cl.time;
8640         decal = decalsystem->decals;
8641         numdecals = decalsystem->numdecals;
8642
8643         fadedelay = cl_decals_time.value;
8644         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8645
8646         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8647         {
8648                 if (!decal->colors[0][3])
8649                         continue;
8650
8651                 decal->lived += frametime;
8652                 if (decal->lived >= fadedelay)
8653                 {
8654                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8655                         if (alpha <= 0)
8656                         {
8657                                 // kill the decal by zeroing vertex data
8658                                 memset(decalsystem->vertex3f + 9*i, 0, sizeof(float[3][3]));
8659                                 memset(decalsystem->texcoord2f + 6*i, 0, sizeof(float[3][2]));
8660                                 memset(decalsystem->color4f + 12*i, 0, sizeof(float[3][4]));
8661                                 memset(decal, 0, sizeof(*decal));
8662                                 if (decalsystem->freedecal > i)
8663                                         decalsystem->freedecal = i;
8664                                 continue;
8665                         }
8666
8667                         // update color values for fading decals
8668                         alpha *= (1.0f/255.0f);
8669                         c4f = decalsystem->color4f + 12*i;
8670                         c4f[ 0] = decal->colors[0][0] * alpha;
8671                         c4f[ 1] = decal->colors[0][1] * alpha;
8672                         c4f[ 2] = decal->colors[0][2] * alpha;
8673                         c4f[ 3] = 1;
8674                         c4f[ 4] = decal->colors[1][0] * alpha;
8675                         c4f[ 5] = decal->colors[1][1] * alpha;
8676                         c4f[ 6] = decal->colors[1][2] * alpha;
8677                         c4f[ 7] = 1;
8678                         c4f[ 8] = decal->colors[2][0] * alpha;
8679                         c4f[ 9] = decal->colors[2][1] * alpha;
8680                         c4f[10] = decal->colors[2][2] * alpha;
8681                         c4f[11] = 1;
8682                 }
8683
8684                 // update vertex positions for animated models
8685                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8686                 {
8687                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8688                         v3f = decalsystem->vertex3f + 9*i;
8689                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8690                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8691                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8692                 }
8693         }
8694
8695         // reduce numdecals if possible
8696         while (numdecals > 0 && !decalsystem->decals[numdecals - 1].colors[0][3])
8697                 numdecals--;
8698         decalsystem->numdecals = numdecals;
8699
8700         if (numdecals > 0)
8701         {
8702                 r_refdef.stats.decals += numdecals;
8703                 // now render the decals all at once
8704                 // (this assumes they all use one particle font texture!)
8705                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numdecals, decalsystem->element3i, decalsystem->element3s, false, false);
8706                 R_Mesh_ResetTextureState();
8707                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8708                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8709                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8710                 R_SetupGenericShader(true);
8711                 GL_DepthMask(false);
8712                 GL_DepthRange(0, 1);
8713                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8714                 GL_DepthTest(true);
8715                 GL_CullFace(GL_NONE);
8716                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8717                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8718                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8719                 GL_LockArrays(0, numdecals * 3);
8720                 R_Mesh_Draw(0, numdecals * 3, 0, numdecals, decalsystem->element3i, decalsystem->element3s, 0, 0);
8721                 GL_LockArrays(0, 0);
8722         }
8723
8724         if (numdecals <= 0)
8725         {
8726                 // if there are no decals left, reset decalsystem
8727                 R_DecalSystem_Reset(decalsystem);
8728         }
8729 }
8730
8731 void R_DrawDebugModel(void)
8732 {
8733         entity_render_t *ent = rsurface.entity;
8734         int i, j, k, l, flagsmask;
8735         const int *elements;
8736         q3mbrush_t *brush;
8737         const msurface_t *surface;
8738         dp_model_t *model = ent->model;
8739         vec3_t v;
8740
8741         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8742
8743         R_Mesh_ColorPointer(NULL, 0, 0);
8744         R_Mesh_ResetTextureState();
8745         R_SetupGenericShader(false);
8746         GL_DepthRange(0, 1);
8747         GL_DepthTest(!r_showdisabledepthtest.integer);
8748         GL_DepthMask(false);
8749         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8750
8751         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8752         {
8753                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8754                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8755                 {
8756                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8757                         {
8758                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8759                                 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);
8760                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8761                         }
8762                 }
8763                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8764                 {
8765                         if (surface->num_collisiontriangles)
8766                         {
8767                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8768                                 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);
8769                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8770                         }
8771                 }
8772         }
8773
8774         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8775
8776         if (r_showtris.integer || r_shownormals.integer)
8777         {
8778                 if (r_showdisabledepthtest.integer)
8779                 {
8780                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8781                         GL_DepthMask(false);
8782                 }
8783                 else
8784                 {
8785                         GL_BlendFunc(GL_ONE, GL_ZERO);
8786                         GL_DepthMask(true);
8787                 }
8788                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8789                 {
8790                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8791                                 continue;
8792                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8793                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8794                         {
8795                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8796                                 if (r_showtris.value > 0)
8797                                 {
8798                                         if (!rsurface.texture->currentlayers->depthmask)
8799                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8800                                         else if (ent == r_refdef.scene.worldentity)
8801                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8802                                         else
8803                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8804                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8805                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8806                                         R_Mesh_ColorPointer(NULL, 0, 0);
8807                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8808                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8809                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8810                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8811                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8812                                         CHECKGLERROR
8813                                 }
8814                                 if (r_shownormals.value < 0)
8815                                 {
8816                                         qglBegin(GL_LINES);
8817                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8818                                         {
8819                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8820                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8821                                                 qglVertex3f(v[0], v[1], v[2]);
8822                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8823                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8824                                                 qglVertex3f(v[0], v[1], v[2]);
8825                                         }
8826                                         qglEnd();
8827                                         CHECKGLERROR
8828                                 }
8829                                 if (r_shownormals.value > 0)
8830                                 {
8831                                         qglBegin(GL_LINES);
8832                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8833                                         {
8834                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8835                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8836                                                 qglVertex3f(v[0], v[1], v[2]);
8837                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8838                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8839                                                 qglVertex3f(v[0], v[1], v[2]);
8840                                         }
8841                                         qglEnd();
8842                                         CHECKGLERROR
8843                                         qglBegin(GL_LINES);
8844                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8845                                         {
8846                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8847                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8848                                                 qglVertex3f(v[0], v[1], v[2]);
8849                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8850                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8851                                                 qglVertex3f(v[0], v[1], v[2]);
8852                                         }
8853                                         qglEnd();
8854                                         CHECKGLERROR
8855                                         qglBegin(GL_LINES);
8856                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8857                                         {
8858                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8859                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8860                                                 qglVertex3f(v[0], v[1], v[2]);
8861                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8862                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8863                                                 qglVertex3f(v[0], v[1], v[2]);
8864                                         }
8865                                         qglEnd();
8866                                         CHECKGLERROR
8867                                 }
8868                         }
8869                 }
8870                 rsurface.texture = NULL;
8871         }
8872 }
8873
8874 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8875 int r_maxsurfacelist = 0;
8876 const msurface_t **r_surfacelist = NULL;
8877 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8878 {
8879         int i, j, endj, f, flagsmask;
8880         texture_t *t;
8881         dp_model_t *model = r_refdef.scene.worldmodel;
8882         msurface_t *surfaces;
8883         unsigned char *update;
8884         int numsurfacelist = 0;
8885         if (model == NULL)
8886                 return;
8887
8888         if (r_maxsurfacelist < model->num_surfaces)
8889         {
8890                 r_maxsurfacelist = model->num_surfaces;
8891                 if (r_surfacelist)
8892                         Mem_Free(r_surfacelist);
8893                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8894         }
8895
8896         RSurf_ActiveWorldEntity();
8897
8898         surfaces = model->data_surfaces;
8899         update = model->brushq1.lightmapupdateflags;
8900
8901         // update light styles on this submodel
8902         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8903         {
8904                 model_brush_lightstyleinfo_t *style;
8905                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8906                 {
8907                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8908                         {
8909                                 int *list = style->surfacelist;
8910                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8911                                 for (j = 0;j < style->numsurfaces;j++)
8912                                         update[list[j]] = true;
8913                         }
8914                 }
8915         }
8916
8917         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8918
8919         if (debug)
8920         {
8921                 R_DrawDebugModel();
8922                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8923                 return;
8924         }
8925
8926         f = 0;
8927         t = NULL;
8928         rsurface.uselightmaptexture = false;
8929         rsurface.texture = NULL;
8930         rsurface.rtlight = NULL;
8931         numsurfacelist = 0;
8932         // add visible surfaces to draw list
8933         for (i = 0;i < model->nummodelsurfaces;i++)
8934         {
8935                 j = model->sortedmodelsurfaces[i];
8936                 if (r_refdef.viewcache.world_surfacevisible[j])
8937                         r_surfacelist[numsurfacelist++] = surfaces + j;
8938         }
8939         // update lightmaps if needed
8940         if (update)
8941                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8942                         if (r_refdef.viewcache.world_surfacevisible[j])
8943                                 if (update[j])
8944                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8945         // don't do anything if there were no surfaces
8946         if (!numsurfacelist)
8947         {
8948                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8949                 return;
8950         }
8951         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8952         GL_AlphaTest(false);
8953
8954         // add to stats if desired
8955         if (r_speeds.integer && !skysurfaces && !depthonly)
8956         {
8957                 r_refdef.stats.world_surfaces += numsurfacelist;
8958                 for (j = 0;j < numsurfacelist;j++)
8959                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8960         }
8961
8962         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8963 }
8964
8965 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8966 {
8967         int i, j, endj, f, flagsmask;
8968         texture_t *t;
8969         dp_model_t *model = ent->model;
8970         msurface_t *surfaces;
8971         unsigned char *update;
8972         int numsurfacelist = 0;
8973         if (model == NULL)
8974                 return;
8975
8976         if (r_maxsurfacelist < model->num_surfaces)
8977         {
8978                 r_maxsurfacelist = model->num_surfaces;
8979                 if (r_surfacelist)
8980                         Mem_Free(r_surfacelist);
8981                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8982         }
8983
8984         // if the model is static it doesn't matter what value we give for
8985         // wantnormals and wanttangents, so this logic uses only rules applicable
8986         // to a model, knowing that they are meaningless otherwise
8987         if (ent == r_refdef.scene.worldentity)
8988                 RSurf_ActiveWorldEntity();
8989         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8990                 RSurf_ActiveModelEntity(ent, false, false);
8991         else
8992                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8993
8994         surfaces = model->data_surfaces;
8995         update = model->brushq1.lightmapupdateflags;
8996
8997         // update light styles
8998         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8999         {
9000                 model_brush_lightstyleinfo_t *style;
9001                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9002                 {
9003                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9004                         {
9005                                 int *list = style->surfacelist;
9006                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9007                                 for (j = 0;j < style->numsurfaces;j++)
9008                                         update[list[j]] = true;
9009                         }
9010                 }
9011         }
9012
9013         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9014
9015         if (debug)
9016         {
9017                 R_DrawDebugModel();
9018                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9019                 return;
9020         }
9021
9022         f = 0;
9023         t = NULL;
9024         rsurface.uselightmaptexture = false;
9025         rsurface.texture = NULL;
9026         rsurface.rtlight = NULL;
9027         numsurfacelist = 0;
9028         // add visible surfaces to draw list
9029         for (i = 0;i < model->nummodelsurfaces;i++)
9030                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9031         // don't do anything if there were no surfaces
9032         if (!numsurfacelist)
9033         {
9034                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9035                 return;
9036         }
9037         // update lightmaps if needed
9038         if (update)
9039                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9040                         if (update[j])
9041                                 R_BuildLightMap(ent, surfaces + j);
9042         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9043         GL_AlphaTest(false);
9044
9045         // add to stats if desired
9046         if (r_speeds.integer && !skysurfaces && !depthonly)
9047         {
9048                 r_refdef.stats.entities_surfaces += numsurfacelist;
9049                 for (j = 0;j < numsurfacelist;j++)
9050                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9051         }
9052
9053         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9054 }
9055
9056 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9057 {
9058         static texture_t texture;
9059         static msurface_t surface;
9060         const msurface_t *surfacelist = &surface;
9061
9062         // fake enough texture and surface state to render this geometry
9063
9064         texture.update_lastrenderframe = -1; // regenerate this texture
9065         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9066         texture.currentskinframe = skinframe;
9067         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9068         texture.specularscalemod = 1;
9069         texture.specularpowermod = 1;
9070
9071         surface.texture = &texture;
9072         surface.num_triangles = numtriangles;
9073         surface.num_firsttriangle = firsttriangle;
9074         surface.num_vertices = numvertices;
9075         surface.num_firstvertex = firstvertex;
9076
9077         // now render it
9078         rsurface.texture = R_GetCurrentTexture(surface.texture);
9079         rsurface.uselightmaptexture = false;
9080         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9081 }