]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
more fullscreen cleanup
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
68
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
79
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
92
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
98
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
103
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
111
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
116
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
118
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
120
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
122
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
129
130 extern cvar_t v_glslgamma;
131
132 extern qboolean v_flipped_state;
133
134 static struct r_bloomstate_s
135 {
136         qboolean enabled;
137         qboolean hdr;
138
139         int bloomwidth, bloomheight;
140
141         int screentexturewidth, screentextureheight;
142         rtexture_t *texture_screen;
143
144         int bloomtexturewidth, bloomtextureheight;
145         rtexture_t *texture_bloom;
146
147         // arrays for rendering the screen passes
148         float screentexcoord2f[8];
149         float bloomtexcoord2f[8];
150         float offsettexcoord2f[8];
151 }
152 r_bloomstate;
153
154 r_waterstate_t r_waterstate;
155
156 // shadow volume bsp struct with automatically growing nodes buffer
157 svbsp_t r_svbsp;
158
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
170
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
173
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
176 {
177         0, 0, 0,
178         1, 0, 0,
179         1, 1, 0,
180         0, 1, 0
181 };
182
183 extern void R_DrawModelShadows(void);
184
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 {
187         int i;
188         for (i = 0;i < verts;i++)
189         {
190                 out[0] = in[0] * r;
191                 out[1] = in[1] * g;
192                 out[2] = in[2] * b;
193                 out[3] = in[3];
194                 in += 4;
195                 out += 4;
196         }
197 }
198
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 {
201         int i;
202         for (i = 0;i < verts;i++)
203         {
204                 out[0] = r;
205                 out[1] = g;
206                 out[2] = b;
207                 out[3] = a;
208                 out += 4;
209         }
210 }
211
212 // FIXME: move this to client?
213 void FOG_clear(void)
214 {
215         if (gamemode == GAME_NEHAHRA)
216         {
217                 Cvar_Set("gl_fogenable", "0");
218                 Cvar_Set("gl_fogdensity", "0.2");
219                 Cvar_Set("gl_fogred", "0.3");
220                 Cvar_Set("gl_foggreen", "0.3");
221                 Cvar_Set("gl_fogblue", "0.3");
222         }
223         r_refdef.fog_density = 0;
224         r_refdef.fog_red = 0;
225         r_refdef.fog_green = 0;
226         r_refdef.fog_blue = 0;
227         r_refdef.fog_alpha = 1;
228         r_refdef.fog_start = 0;
229         r_refdef.fog_end = 0;
230 }
231
232 float FogForDistance(vec_t dist)
233 {
234         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 }
237
238 float FogPoint_World(const vec3_t p)
239 {
240         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 }
242
243 float FogPoint_Model(const vec3_t p)
244 {
245         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
246 }
247
248 static void R_BuildBlankTextures(void)
249 {
250         unsigned char data[4];
251         data[2] = 128; // normal X
252         data[1] = 128; // normal Y
253         data[0] = 255; // normal Z
254         data[3] = 128; // height
255         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
256         data[0] = 255;
257         data[1] = 255;
258         data[2] = 255;
259         data[3] = 255;
260         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
261         data[0] = 128;
262         data[1] = 128;
263         data[2] = 128;
264         data[3] = 255;
265         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
266         data[0] = 0;
267         data[1] = 0;
268         data[2] = 0;
269         data[3] = 255;
270         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 }
272
273 static void R_BuildNoTexture(void)
274 {
275         int x, y;
276         unsigned char pix[16][16][4];
277         // this makes a light grey/dark grey checkerboard texture
278         for (y = 0;y < 16;y++)
279         {
280                 for (x = 0;x < 16;x++)
281                 {
282                         if ((y < 8) ^ (x < 8))
283                         {
284                                 pix[y][x][0] = 128;
285                                 pix[y][x][1] = 128;
286                                 pix[y][x][2] = 128;
287                                 pix[y][x][3] = 255;
288                         }
289                         else
290                         {
291                                 pix[y][x][0] = 64;
292                                 pix[y][x][1] = 64;
293                                 pix[y][x][2] = 64;
294                                 pix[y][x][3] = 255;
295                         }
296                 }
297         }
298         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildWhiteCube(void)
302 {
303         unsigned char data[6*1*1*4];
304         memset(data, 255, sizeof(data));
305         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 }
307
308 static void R_BuildNormalizationCube(void)
309 {
310         int x, y, side;
311         vec3_t v;
312         vec_t s, t, intensity;
313 #define NORMSIZE 64
314         unsigned char data[6][NORMSIZE][NORMSIZE][4];
315         for (side = 0;side < 6;side++)
316         {
317                 for (y = 0;y < NORMSIZE;y++)
318                 {
319                         for (x = 0;x < NORMSIZE;x++)
320                         {
321                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
323                                 switch(side)
324                                 {
325                                 default:
326                                 case 0:
327                                         v[0] = 1;
328                                         v[1] = -t;
329                                         v[2] = -s;
330                                         break;
331                                 case 1:
332                                         v[0] = -1;
333                                         v[1] = -t;
334                                         v[2] = s;
335                                         break;
336                                 case 2:
337                                         v[0] = s;
338                                         v[1] = 1;
339                                         v[2] = t;
340                                         break;
341                                 case 3:
342                                         v[0] = s;
343                                         v[1] = -1;
344                                         v[2] = -t;
345                                         break;
346                                 case 4:
347                                         v[0] = s;
348                                         v[1] = -t;
349                                         v[2] = 1;
350                                         break;
351                                 case 5:
352                                         v[0] = -s;
353                                         v[1] = -t;
354                                         v[2] = -1;
355                                         break;
356                                 }
357                                 intensity = 127.0f / sqrt(DotProduct(v, v));
358                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361                                 data[side][y][x][3] = 255;
362                         }
363                 }
364         }
365         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 }
367
368 static void R_BuildFogTexture(void)
369 {
370         int x, b;
371 #define FOGWIDTH 256
372         unsigned char data1[FOGWIDTH][4];
373         //unsigned char data2[FOGWIDTH][4];
374         double d, r, alpha;
375
376         r_refdef.fogmasktable_start = r_refdef.fog_start;
377         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378         r_refdef.fogmasktable_range = r_refdef.fogrange;
379         r_refdef.fogmasktable_density = r_refdef.fog_density;
380
381         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
383         {
384                 d = (x * r - r_refdef.fogmasktable_start);
385                 if(developer.integer >= 100)
386                         Con_Printf("%f ", d);
387                 d = max(0, d);
388                 if (r_fog_exp2.integer)
389                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
390                 else
391                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392                 if(developer.integer >= 100)
393                         Con_Printf(" : %f ", alpha);
394                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395                 if(developer.integer >= 100)
396                         Con_Printf(" = %f\n", alpha);
397                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398         }
399
400         for (x = 0;x < FOGWIDTH;x++)
401         {
402                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
403                 data1[x][0] = b;
404                 data1[x][1] = b;
405                 data1[x][2] = b;
406                 data1[x][3] = 255;
407                 //data2[x][0] = 255 - b;
408                 //data2[x][1] = 255 - b;
409                 //data2[x][2] = 255 - b;
410                 //data2[x][3] = 255;
411         }
412         if (r_texture_fogattenuation)
413         {
414                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
416         }
417         else
418         {
419                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
421         }
422 }
423
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
427 "\n"
428 "// common definitions between vertex shader and fragment shader:\n"
429 "\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
435 "//#else\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
440 "//#endif\n"
441 "\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
443 "\n"
444 "# ifdef VERTEX_SHADER\n"
445 "void main(void)\n"
446 "{\n"
447 "       gl_Position = ftransform();\n"
448 "}\n"
449 "# endif\n"
450 "\n"
451 "#else\n"
452 "\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
455 "void main(void)\n"
456 "{\n"
457 "       gl_FrontColor = gl_Color;\n"
458 "       gl_Position = ftransform();\n"
459 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
460 "#ifdef USEGLOW\n"
461 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
462 "#endif\n"
463 "}\n"
464 "# endif\n"
465 "# ifdef FRAGMENT_SHADER\n"
466 "\n"
467 "uniform sampler2D Texture_First;\n"
468 "#ifdef USEGLOW\n"
469 "uniform sampler2D Texture_Second;\n"
470 "#endif\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
473 "#endif\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
476 "#endif\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
479 "#endif\n"
480 "//uncomment these if you want to use them:\n"
481 "uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "uniform vec2 PixelSize;\n"
487 "void main(void)\n"
488 "{\n"
489 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
490 "#ifdef USEGLOW\n"
491 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
492 "#endif\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#endif\n"
496 "\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
499 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
500 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
501 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
502 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
503 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
504 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
505 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
506 "#endif\n"
507 "\n"
508 "#ifdef USEGAMMARAMPS\n"
509 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
510 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
511 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
512 "#endif\n"
513 "}\n"
514 "# endif\n"
515 "\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_GENERIC\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_FrontColor = gl_Color;\n"
523 "#  ifdef USEDIFFUSE\n"
524 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
525 "#  endif\n"
526 "#  ifdef USESPECULAR\n"
527 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
528 "#  endif\n"
529 "       gl_Position = ftransform();\n"
530 "}\n"
531 "# endif\n"
532 "# ifdef FRAGMENT_SHADER\n"
533 "\n"
534 "#  ifdef USEDIFFUSE\n"
535 "uniform sampler2D Texture_First;\n"
536 "#  endif\n"
537 "#  ifdef USESPECULAR\n"
538 "uniform sampler2D Texture_Second;\n"
539 "#  endif\n"
540 "\n"
541 "void main(void)\n"
542 "{\n"
543 "       gl_FragColor = gl_Color;\n"
544 "#  ifdef USEDIFFUSE\n"
545 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
546 "#  endif\n"
547 "\n"
548 "#  ifdef USESPECULAR\n"
549 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
550 "#  endif\n"
551 "#  ifdef USECOLORMAPPING\n"
552 "       gl_FragColor *= tex2;\n"
553 "#  endif\n"
554 "#  ifdef USEGLOW\n"
555 "       gl_FragColor += tex2;\n"
556 "#  endif\n"
557 "#  ifdef USEVERTEXTEXTUREBLEND\n"
558 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
559 "#  endif\n"
560 "}\n"
561 "# endif\n"
562 "\n"
563 "#else // !MODE_GENERIC\n"
564 "\n"
565 "varying vec2 TexCoord;\n"
566 "varying vec2 TexCoordLightmap;\n"
567 "\n"
568 "#ifdef MODE_LIGHTSOURCE\n"
569 "varying vec3 CubeVector;\n"
570 "#endif\n"
571 "\n"
572 "#ifdef MODE_LIGHTSOURCE\n"
573 "varying vec3 LightVector;\n"
574 "#endif\n"
575 "#ifdef MODE_LIGHTDIRECTION\n"
576 "varying vec3 LightVector;\n"
577 "#endif\n"
578 "\n"
579 "varying vec3 EyeVector;\n"
580 "#ifdef USEFOG\n"
581 "varying vec3 EyeVectorModelSpace;\n"
582 "#endif\n"
583 "\n"
584 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
585 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
586 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
587 "\n"
588 "#ifdef MODE_WATER\n"
589 "varying vec4 ModelViewProjectionPosition;\n"
590 "#endif\n"
591 "#ifdef MODE_REFRACTION\n"
592 "varying vec4 ModelViewProjectionPosition;\n"
593 "#endif\n"
594 "#ifdef USEREFLECTION\n"
595 "varying vec4 ModelViewProjectionPosition;\n"
596 "#endif\n"
597 "\n"
598 "\n"
599 "\n"
600 "\n"
601 "\n"
602 "// vertex shader specific:\n"
603 "#ifdef VERTEX_SHADER\n"
604 "\n"
605 "uniform vec3 LightPosition;\n"
606 "uniform vec3 EyePosition;\n"
607 "uniform vec3 LightDir;\n"
608 "\n"
609 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
610 "\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FrontColor = gl_Color;\n"
614 "       // copy the surface texcoord\n"
615 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
616 "#ifndef MODE_LIGHTSOURCE\n"
617 "# ifndef MODE_LIGHTDIRECTION\n"
618 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
619 "# endif\n"
620 "#endif\n"
621 "\n"
622 "#ifdef MODE_LIGHTSOURCE\n"
623 "       // transform vertex position into light attenuation/cubemap space\n"
624 "       // (-1 to +1 across the light box)\n"
625 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
626 "\n"
627 "       // transform unnormalized light direction into tangent space\n"
628 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
629 "       //  normalize it per pixel)\n"
630 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
631 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
632 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
633 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
634 "#endif\n"
635 "\n"
636 "#ifdef MODE_LIGHTDIRECTION\n"
637 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
638 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
639 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
640 "#endif\n"
641 "\n"
642 "       // transform unnormalized eye direction into tangent space\n"
643 "#ifndef USEFOG\n"
644 "       vec3 EyeVectorModelSpace;\n"
645 "#endif\n"
646 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
647 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
648 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
649 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
650 "\n"
651 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
652 "       VectorS = gl_MultiTexCoord1.xyz;\n"
653 "       VectorT = gl_MultiTexCoord2.xyz;\n"
654 "       VectorR = gl_MultiTexCoord3.xyz;\n"
655 "#endif\n"
656 "\n"
657 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
658 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
659 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
660 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
661 "//#endif\n"
662 "\n"
663 "// transform vertex to camera space, using ftransform to match non-VS\n"
664 "       // rendering\n"
665 "       gl_Position = ftransform();\n"
666 "\n"
667 "#ifdef MODE_WATER\n"
668 "       ModelViewProjectionPosition = gl_Position;\n"
669 "#endif\n"
670 "#ifdef MODE_REFRACTION\n"
671 "       ModelViewProjectionPosition = gl_Position;\n"
672 "#endif\n"
673 "#ifdef USEREFLECTION\n"
674 "       ModelViewProjectionPosition = gl_Position;\n"
675 "#endif\n"
676 "}\n"
677 "\n"
678 "#endif // VERTEX_SHADER\n"
679 "\n"
680 "\n"
681 "\n"
682 "\n"
683 "// fragment shader specific:\n"
684 "#ifdef FRAGMENT_SHADER\n"
685 "\n"
686 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
687 "uniform sampler2D Texture_Normal;\n"
688 "uniform sampler2D Texture_Color;\n"
689 "uniform sampler2D Texture_Gloss;\n"
690 "uniform sampler2D Texture_Glow;\n"
691 "uniform sampler2D Texture_SecondaryNormal;\n"
692 "uniform sampler2D Texture_SecondaryColor;\n"
693 "uniform sampler2D Texture_SecondaryGloss;\n"
694 "uniform sampler2D Texture_SecondaryGlow;\n"
695 "uniform sampler2D Texture_Pants;\n"
696 "uniform sampler2D Texture_Shirt;\n"
697 "uniform sampler2D Texture_FogMask;\n"
698 "uniform sampler2D Texture_Lightmap;\n"
699 "uniform sampler2D Texture_Deluxemap;\n"
700 "uniform sampler2D Texture_Refraction;\n"
701 "uniform sampler2D Texture_Reflection;\n"
702 "uniform sampler2D Texture_Attenuation;\n"
703 "uniform samplerCube Texture_Cube;\n"
704 "\n"
705 "uniform myhalf3 LightColor;\n"
706 "uniform myhalf3 AmbientColor;\n"
707 "uniform myhalf3 DiffuseColor;\n"
708 "uniform myhalf3 SpecularColor;\n"
709 "uniform myhalf3 Color_Pants;\n"
710 "uniform myhalf3 Color_Shirt;\n"
711 "uniform myhalf3 FogColor;\n"
712 "\n"
713 "uniform myhalf4 TintColor;\n"
714 "\n"
715 "\n"
716 "//#ifdef MODE_WATER\n"
717 "uniform vec4 DistortScaleRefractReflect;\n"
718 "uniform vec4 ScreenScaleRefractReflect;\n"
719 "uniform vec4 ScreenCenterRefractReflect;\n"
720 "uniform myhalf4 RefractColor;\n"
721 "uniform myhalf4 ReflectColor;\n"
722 "uniform myhalf ReflectFactor;\n"
723 "uniform myhalf ReflectOffset;\n"
724 "//#else\n"
725 "//# ifdef MODE_REFRACTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 RefractColor;\n"
730 "//#  ifdef USEREFLECTION\n"
731 "//uniform myhalf4 ReflectColor;\n"
732 "//#  endif\n"
733 "//# else\n"
734 "//#  ifdef USEREFLECTION\n"
735 "//uniform vec4 DistortScaleRefractReflect;\n"
736 "//uniform vec4 ScreenScaleRefractReflect;\n"
737 "//uniform vec4 ScreenCenterRefractReflect;\n"
738 "//uniform myhalf4 ReflectColor;\n"
739 "//#  endif\n"
740 "//# endif\n"
741 "//#endif\n"
742 "\n"
743 "uniform myhalf GlowScale;\n"
744 "uniform myhalf SceneBrightness;\n"
745 "#ifdef USECONTRASTBOOST\n"
746 "uniform myhalf ContrastBoostCoeff;\n"
747 "#endif\n"
748 "\n"
749 "uniform float OffsetMapping_Scale;\n"
750 "uniform float OffsetMapping_Bias;\n"
751 "uniform float FogRangeRecip;\n"
752 "\n"
753 "uniform myhalf AmbientScale;\n"
754 "uniform myhalf DiffuseScale;\n"
755 "uniform myhalf SpecularScale;\n"
756 "uniform myhalf SpecularPower;\n"
757 "\n"
758 "#ifdef USEOFFSETMAPPING\n"
759 "vec2 OffsetMapping(vec2 TexCoord)\n"
760 "{\n"
761 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
762 "       // 14 sample relief mapping: linear search and then binary search\n"
763 "       // this basically steps forward a small amount repeatedly until it finds\n"
764 "       // itself inside solid, then jitters forward and back using decreasing\n"
765 "       // amounts to find the impact\n"
766 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
767 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
768 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
769 "       vec3 RT = vec3(TexCoord, 1);\n"
770 "       OffsetVector *= 0.1;\n"
771 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
774 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
775 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
776 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
777 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
778 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
779 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
780 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
781 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
782 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
783 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
784 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
785 "       return RT.xy;\n"
786 "#else\n"
787 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
788 "       // this basically moves forward the full distance, and then backs up based\n"
789 "       // on height of samples\n"
790 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
791 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
792 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
793 "       TexCoord += OffsetVector;\n"
794 "       OffsetVector *= 0.333;\n"
795 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
796 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
797 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
798 "       return TexCoord;\n"
799 "#endif\n"
800 "}\n"
801 "#endif // USEOFFSETMAPPING\n"
802 "\n"
803 "#ifdef MODE_WATER\n"
804 "\n"
805 "// water pass\n"
806 "void main(void)\n"
807 "{\n"
808 "#ifdef USEOFFSETMAPPING\n"
809 "       // apply offsetmapping\n"
810 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
811 "#define TexCoord TexCoordOffset\n"
812 "#endif\n"
813 "\n"
814 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
815 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
816 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
817 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
818 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
819 "}\n"
820 "\n"
821 "#else // !MODE_WATER\n"
822 "#ifdef MODE_REFRACTION\n"
823 "\n"
824 "// refraction pass\n"
825 "void main(void)\n"
826 "{\n"
827 "#ifdef USEOFFSETMAPPING\n"
828 "       // apply offsetmapping\n"
829 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
830 "#define TexCoord TexCoordOffset\n"
831 "#endif\n"
832 "\n"
833 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
834 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
835 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
836 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
837 "}\n"
838 "\n"
839 "#else // !MODE_REFRACTION\n"
840 "void main(void)\n"
841 "{\n"
842 "#ifdef USEOFFSETMAPPING\n"
843 "       // apply offsetmapping\n"
844 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
845 "#define TexCoord TexCoordOffset\n"
846 "#endif\n"
847 "\n"
848 "       // combine the diffuse textures (base, pants, shirt)\n"
849 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
850 "#ifdef USECOLORMAPPING\n"
851 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
852 "#endif\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
855 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
856 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
857 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
858 "       color.a = 1.0;\n"
859 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
860 "#endif\n"
861 "\n"
862 "#ifdef USEDIFFUSE\n"
863 "       // get the surface normal and the gloss color\n"
864 "# ifdef USEVERTEXTEXTUREBLEND\n"
865 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
866 "#  ifdef USESPECULAR\n"
867 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
868 "#  endif\n"
869 "# else\n"
870 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
871 "#  ifdef USESPECULAR\n"
872 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
873 "#  endif\n"
874 "# endif\n"
875 "#endif\n"
876 "\n"
877 "\n"
878 "\n"
879 "#ifdef MODE_LIGHTSOURCE\n"
880 "       // light source\n"
881 "\n"
882 "       // calculate surface normal, light normal, and specular normal\n"
883 "       // compute color intensity for the two textures (colormap and glossmap)\n"
884 "       // scale by light color and attenuation as efficiently as possible\n"
885 "       // (do as much scalar math as possible rather than vector math)\n"
886 "# ifdef USEDIFFUSE\n"
887 "       // get the light normal\n"
888 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
889 "# endif\n"
890 "# ifdef USESPECULAR\n"
891 "#  ifndef USEEXACTSPECULARMATH\n"
892 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
893 "\n"
894 "#  endif\n"
895 "       // calculate directional shading\n"
896 "#  ifdef USEEXACTSPECULARMATH\n"
897 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
898 "#  else\n"
899 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
900 "#  endif\n"
901 "# else\n"
902 "#  ifdef USEDIFFUSE\n"
903 "       // calculate directional shading\n"
904 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
905 "#  else\n"
906 "       // calculate directionless shading\n"
907 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
908 "#  endif\n"
909 "# endif\n"
910 "\n"
911 "# ifdef USECUBEFILTER\n"
912 "       // apply light cubemap filter\n"
913 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
914 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
915 "# endif\n"
916 "#endif // MODE_LIGHTSOURCE\n"
917 "\n"
918 "\n"
919 "\n"
920 "\n"
921 "#ifdef MODE_LIGHTDIRECTION\n"
922 "       // directional model lighting\n"
923 "# ifdef USEDIFFUSE\n"
924 "       // get the light normal\n"
925 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
926 "# endif\n"
927 "# ifdef USESPECULAR\n"
928 "       // calculate directional shading\n"
929 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
930 "#  ifdef USEEXACTSPECULARMATH\n"
931 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
932 "#  else\n"
933 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
934 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
935 "#  endif\n"
936 "# else\n"
937 "#  ifdef USEDIFFUSE\n"
938 "\n"
939 "       // calculate directional shading\n"
940 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
941 "#  else\n"
942 "       color.rgb *= AmbientColor;\n"
943 "#  endif\n"
944 "# endif\n"
945 "#endif // MODE_LIGHTDIRECTION\n"
946 "\n"
947 "\n"
948 "\n"
949 "\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
951 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
952 "\n"
953 "       // get the light normal\n"
954 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
955 "       myhalf3 diffusenormal;\n"
956 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
957 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
958 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
959 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
960 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
961 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
962 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
963 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
964 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
965 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
966 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
967 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
968 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
969 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
970 "# ifdef USESPECULAR\n"
971 "#  ifdef USEEXACTSPECULARMATH\n"
972 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
973 "#  else\n"
974 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
975 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
976 "#  endif\n"
977 "# endif\n"
978 "\n"
979 "       // apply lightmap color\n"
980 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
981 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
982 "\n"
983 "\n"
984 "\n"
985 "\n"
986 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
987 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
988 "\n"
989 "       // get the light normal\n"
990 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
991 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
992 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
993 "# ifdef USESPECULAR\n"
994 "#  ifdef USEEXACTSPECULARMATH\n"
995 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
996 "#  else\n"
997 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
998 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
999 "#  endif\n"
1000 "# endif\n"
1001 "\n"
1002 "       // apply lightmap color\n"
1003 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1004 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "#ifdef MODE_LIGHTMAP\n"
1010 "       // apply lightmap color\n"
1011 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1012 "#endif // MODE_LIGHTMAP\n"
1013 "\n"
1014 "\n"
1015 "\n"
1016 "\n"
1017 "#ifdef MODE_VERTEXCOLOR\n"
1018 "       // apply lightmap color\n"
1019 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1020 "#endif // MODE_VERTEXCOLOR\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "\n"
1025 "#ifdef MODE_FLATCOLOR\n"
1026 "#endif // MODE_FLATCOLOR\n"
1027 "\n"
1028 "\n"
1029 "\n"
1030 "\n"
1031 "\n"
1032 "\n"
1033 "\n"
1034 "       color *= TintColor;\n"
1035 "\n"
1036 "#ifdef USEGLOW\n"
1037 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1038 "#endif\n"
1039 "\n"
1040 "#ifdef USECONTRASTBOOST\n"
1041 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1042 "#endif\n"
1043 "\n"
1044 "       color.rgb *= SceneBrightness;\n"
1045 "\n"
1046 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1047 "#ifdef USEFOG\n"
1048 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1049 "#endif\n"
1050 "\n"
1051 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1052 "#ifdef USEREFLECTION\n"
1053 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1054 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1055 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1056 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1057 "#endif\n"
1058 "\n"
1059 "       gl_FragColor = vec4(color);\n"
1060 "}\n"
1061 "#endif // !MODE_REFRACTION\n"
1062 "#endif // !MODE_WATER\n"
1063 "\n"
1064 "#endif // FRAGMENT_SHADER\n"
1065 "\n"
1066 "#endif // !MODE_GENERIC\n"
1067 "#endif // !MODE_POSTPROCESS\n"
1068 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1069 ;
1070
1071 typedef struct shaderpermutationinfo_s
1072 {
1073         const char *pretext;
1074         const char *name;
1075 }
1076 shaderpermutationinfo_t;
1077
1078 typedef struct shadermodeinfo_s
1079 {
1080         const char *vertexfilename;
1081         const char *geometryfilename;
1082         const char *fragmentfilename;
1083         const char *pretext;
1084         const char *name;
1085 }
1086 shadermodeinfo_t;
1087
1088 typedef enum shaderpermutation_e
1089 {
1090         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1091         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1092         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1093         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1094         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1095         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1096         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1097         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1098         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1099         SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1100         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1101         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1102         SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1103         SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1104         SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1105         SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1106 }
1107 shaderpermutation_t;
1108
1109 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1110 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1111 {
1112         {"#define USEDIFFUSE\n", " diffuse"},
1113         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1114         {"#define USECOLORMAPPING\n", " colormapping"},
1115         {"#define USECONTRASTBOOST\n", " contrastboost"},
1116         {"#define USEFOG\n", " fog"},
1117         {"#define USECUBEFILTER\n", " cubefilter"},
1118         {"#define USEGLOW\n", " glow"},
1119         {"#define USESPECULAR\n", " specular"},
1120         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1121         {"#define USEREFLECTION\n", " reflection"},
1122         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1123         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1124         {"#define USEGAMMARAMPS\n", " gammaramps"},
1125         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1126 };
1127
1128 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1129 typedef enum shadermode_e
1130 {
1131         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1132         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1133         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1134         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1135         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1136         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1137         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1138         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1139         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1140         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1141         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1142         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1143         SHADERMODE_COUNT
1144 }
1145 shadermode_t;
1146
1147 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1148 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1149 {
1150         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1151         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1152         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1153         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1154         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1155         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1156         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1157         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1158         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1159         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1160         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1161         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1162 };
1163
1164 typedef struct r_glsl_permutation_s
1165 {
1166         // indicates if we have tried compiling this permutation already
1167         qboolean compiled;
1168         // 0 if compilation failed
1169         int program;
1170         // locations of detected uniforms in program object, or -1 if not found
1171         int loc_Texture_First;
1172         int loc_Texture_Second;
1173         int loc_Texture_GammaRamps;
1174         int loc_Texture_Normal;
1175         int loc_Texture_Color;
1176         int loc_Texture_Gloss;
1177         int loc_Texture_Glow;
1178         int loc_Texture_SecondaryNormal;
1179         int loc_Texture_SecondaryColor;
1180         int loc_Texture_SecondaryGloss;
1181         int loc_Texture_SecondaryGlow;
1182         int loc_Texture_Pants;
1183         int loc_Texture_Shirt;
1184         int loc_Texture_FogMask;
1185         int loc_Texture_Lightmap;
1186         int loc_Texture_Deluxemap;
1187         int loc_Texture_Attenuation;
1188         int loc_Texture_Cube;
1189         int loc_Texture_Refraction;
1190         int loc_Texture_Reflection;
1191         int loc_FogColor;
1192         int loc_LightPosition;
1193         int loc_EyePosition;
1194         int loc_Color_Pants;
1195         int loc_Color_Shirt;
1196         int loc_FogRangeRecip;
1197         int loc_AmbientScale;
1198         int loc_DiffuseScale;
1199         int loc_SpecularScale;
1200         int loc_SpecularPower;
1201         int loc_GlowScale;
1202         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1203         int loc_OffsetMapping_Scale;
1204         int loc_TintColor;
1205         int loc_AmbientColor;
1206         int loc_DiffuseColor;
1207         int loc_SpecularColor;
1208         int loc_LightDir;
1209         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1210         int loc_GammaCoeff; // 1 / gamma
1211         int loc_DistortScaleRefractReflect;
1212         int loc_ScreenScaleRefractReflect;
1213         int loc_ScreenCenterRefractReflect;
1214         int loc_RefractColor;
1215         int loc_ReflectColor;
1216         int loc_ReflectFactor;
1217         int loc_ReflectOffset;
1218         int loc_UserVec1;
1219         int loc_UserVec2;
1220         int loc_UserVec3;
1221         int loc_UserVec4;
1222         int loc_ClientTime;
1223         int loc_PixelSize;
1224 }
1225 r_glsl_permutation_t;
1226
1227 // information about each possible shader permutation
1228 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1229 // currently selected permutation
1230 r_glsl_permutation_t *r_glsl_permutation;
1231
1232 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1233 {
1234         char *shaderstring;
1235         if (!filename || !filename[0])
1236                 return NULL;
1237         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1238         if (shaderstring)
1239         {
1240                 if (printfromdisknotice)
1241                         Con_DPrint("from disk... ");
1242                 return shaderstring;
1243         }
1244         else if (!strcmp(filename, "glsl/default.glsl"))
1245         {
1246                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1247                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1248         }
1249         return shaderstring;
1250 }
1251
1252 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1253 {
1254         int i;
1255         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1256         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1257         int vertstrings_count = 0;
1258         int geomstrings_count = 0;
1259         int fragstrings_count = 0;
1260         char *vertexstring, *geometrystring, *fragmentstring;
1261         const char *vertstrings_list[32+3];
1262         const char *geomstrings_list[32+3];
1263         const char *fragstrings_list[32+3];
1264         char permutationname[256];
1265
1266         if (p->compiled)
1267                 return;
1268         p->compiled = true;
1269         p->program = 0;
1270
1271         permutationname[0] = 0;
1272         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1273         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1274         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1275
1276         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1277
1278         // the first pretext is which type of shader to compile as
1279         // (later these will all be bound together as a program object)
1280         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1281         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1282         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1283
1284         // the second pretext is the mode (for example a light source)
1285         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1286         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1287         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1288         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1289
1290         // now add all the permutation pretexts
1291         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1292         {
1293                 if (permutation & (1<<i))
1294                 {
1295                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1296                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1297                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1298                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1299                 }
1300                 else
1301                 {
1302                         // keep line numbers correct
1303                         vertstrings_list[vertstrings_count++] = "\n";
1304                         geomstrings_list[geomstrings_count++] = "\n";
1305                         fragstrings_list[fragstrings_count++] = "\n";
1306                 }
1307         }
1308
1309         // now append the shader text itself
1310         vertstrings_list[vertstrings_count++] = vertexstring;
1311         geomstrings_list[geomstrings_count++] = geometrystring;
1312         fragstrings_list[fragstrings_count++] = fragmentstring;
1313
1314         // if any sources were NULL, clear the respective list
1315         if (!vertexstring)
1316                 vertstrings_count = 0;
1317         if (!geometrystring)
1318                 geomstrings_count = 0;
1319         if (!fragmentstring)
1320                 fragstrings_count = 0;
1321
1322         // compile the shader program
1323         if (vertstrings_count + geomstrings_count + fragstrings_count)
1324                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1325         if (p->program)
1326         {
1327                 CHECKGLERROR
1328                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1329                 // look up all the uniform variable names we care about, so we don't
1330                 // have to look them up every time we set them
1331                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1332                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1333                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1334                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1335                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1336                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1337                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1338                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1339                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1340                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1341                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1342                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1343                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1344                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1345                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1346                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1347                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1348                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1349                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1350                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1351                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1352                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1353                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1354                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1355                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1356                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1357                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1358                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1359                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1360                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1361                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1362                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1363                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1364                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1365                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1366                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1367                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1368                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1369                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1370                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1371                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1372                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1373                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1374                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1375                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1376                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1377                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1378                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1379                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1380                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1381                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1382                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1383                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1384                 // initialize the samplers to refer to the texture units we use
1385                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1386                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1387                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1388                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1389                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1390                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1391                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1392                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1393                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1394                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1395                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1396                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1397                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1398                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1399                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1400                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1401                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1402                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1403                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1404                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1405                 CHECKGLERROR
1406                 if (developer.integer)
1407                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1408         }
1409         else
1410                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1411
1412         // free the strings
1413         if (vertexstring)
1414                 Mem_Free(vertexstring);
1415         if (geometrystring)
1416                 Mem_Free(geometrystring);
1417         if (fragmentstring)
1418                 Mem_Free(fragmentstring);
1419 }
1420
1421 void R_GLSL_Restart_f(void)
1422 {
1423         unsigned int mode;
1424         unsigned int permutation;
1425         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1426                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1427                         if (r_glsl_permutations[mode][permutation].program)
1428                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1429         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1430 }
1431
1432 void R_GLSL_DumpShader_f(void)
1433 {
1434         int i;
1435
1436         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1437         if(!file)
1438         {
1439                 Con_Printf("failed to write to glsl/default.glsl\n");
1440                 return;
1441         }
1442
1443         FS_Print(file, "// The engine may define the following macros:\n");
1444         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1445         for (i = 0;i < SHADERMODE_COUNT;i++)
1446                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1447         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1448                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1449         FS_Print(file, "\n");
1450         FS_Print(file, builtinshaderstring);
1451         FS_Close(file);
1452
1453         Con_Printf("glsl/default.glsl written\n");
1454 }
1455
1456 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1457 {
1458         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1459         if (r_glsl_permutation != perm)
1460         {
1461                 r_glsl_permutation = perm;
1462                 if (!r_glsl_permutation->program)
1463                 {
1464                         if (!r_glsl_permutation->compiled)
1465                                 R_GLSL_CompilePermutation(mode, permutation);
1466                         if (!r_glsl_permutation->program)
1467                         {
1468                                 // remove features until we find a valid permutation
1469                                 int i;
1470                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1471                                 {
1472                                         // reduce i more quickly whenever it would not remove any bits
1473                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1474                                         if (!(permutation & j))
1475                                                 continue;
1476                                         permutation -= j;
1477                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1478                                         if (!r_glsl_permutation->compiled)
1479                                                 R_GLSL_CompilePermutation(mode, permutation);
1480                                         if (r_glsl_permutation->program)
1481                                                 break;
1482                                 }
1483                                 if (i >= SHADERPERMUTATION_COUNT)
1484                                 {
1485                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1486                                         Cvar_SetValueQuick(&r_glsl, 0);
1487                                         R_GLSL_Restart_f(); // unload shaders
1488                                         return; // no bit left to clear
1489                                 }
1490                         }
1491                 }
1492                 CHECKGLERROR
1493                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1494         }
1495 }
1496
1497 void R_SetupGenericShader(qboolean usetexture)
1498 {
1499         if (gl_support_fragment_shader)
1500         {
1501                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1502                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1503                 else if (r_glsl_permutation)
1504                 {
1505                         r_glsl_permutation = NULL;
1506                         qglUseProgramObjectARB(0);CHECKGLERROR
1507                 }
1508         }
1509 }
1510
1511 void R_SetupGenericTwoTextureShader(int texturemode)
1512 {
1513         if (gl_support_fragment_shader)
1514         {
1515                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1516                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1517                 else if (r_glsl_permutation)
1518                 {
1519                         r_glsl_permutation = NULL;
1520                         qglUseProgramObjectARB(0);CHECKGLERROR
1521                 }
1522         }
1523         if (!r_glsl_permutation)
1524         {
1525                 if (texturemode == GL_DECAL && gl_combine.integer)
1526                         texturemode = GL_INTERPOLATE_ARB;
1527                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1528         }
1529 }
1530
1531 void R_SetupDepthOrShadowShader(void)
1532 {
1533         if (gl_support_fragment_shader)
1534         {
1535                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1536                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1537                 else if (r_glsl_permutation)
1538                 {
1539                         r_glsl_permutation = NULL;
1540                         qglUseProgramObjectARB(0);CHECKGLERROR
1541                 }
1542         }
1543 }
1544
1545 extern rtexture_t *r_shadow_attenuationgradienttexture;
1546 extern rtexture_t *r_shadow_attenuation2dtexture;
1547 extern rtexture_t *r_shadow_attenuation3dtexture;
1548 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1549 {
1550         // select a permutation of the lighting shader appropriate to this
1551         // combination of texture, entity, light source, and fogging, only use the
1552         // minimum features necessary to avoid wasting rendering time in the
1553         // fragment shader on features that are not being used
1554         unsigned int permutation = 0;
1555         unsigned int mode = 0;
1556         // TODO: implement geometry-shader based shadow volumes someday
1557         if (r_glsl_offsetmapping.integer)
1558         {
1559                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1560                 if (r_glsl_offsetmapping_reliefmapping.integer)
1561                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1562         }
1563         if (rsurfacepass == RSURFPASS_BACKGROUND)
1564         {
1565                 // distorted background
1566                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1567                         mode = SHADERMODE_WATER;
1568                 else
1569                         mode = SHADERMODE_REFRACTION;
1570         }
1571         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1572         {
1573                 // light source
1574                 mode = SHADERMODE_LIGHTSOURCE;
1575                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1578                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1579                 if (diffusescale > 0)
1580                         permutation |= SHADERPERMUTATION_DIFFUSE;
1581                 if (specularscale > 0)
1582                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1583                 if (r_refdef.fogenabled)
1584                         permutation |= SHADERPERMUTATION_FOG;
1585                 if (rsurface.texture->colormapping)
1586                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1587                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1588                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1589         }
1590         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1591         {
1592                 // unshaded geometry (fullbright or ambient model lighting)
1593                 mode = SHADERMODE_FLATCOLOR;
1594                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1595                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1596                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1597                         permutation |= SHADERPERMUTATION_GLOW;
1598                 if (r_refdef.fogenabled)
1599                         permutation |= SHADERPERMUTATION_FOG;
1600                 if (rsurface.texture->colormapping)
1601                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1602                 if (r_glsl_offsetmapping.integer)
1603                 {
1604                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1605                         if (r_glsl_offsetmapping_reliefmapping.integer)
1606                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1607                 }
1608                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1609                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1610                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1611                         permutation |= SHADERPERMUTATION_REFLECTION;
1612         }
1613         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1614         {
1615                 // directional model lighting
1616                 mode = SHADERMODE_LIGHTDIRECTION;
1617                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1618                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1619                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1620                         permutation |= SHADERPERMUTATION_GLOW;
1621                 permutation |= SHADERPERMUTATION_DIFFUSE;
1622                 if (specularscale > 0)
1623                         permutation |= SHADERPERMUTATION_SPECULAR;
1624                 if (r_refdef.fogenabled)
1625                         permutation |= SHADERPERMUTATION_FOG;
1626                 if (rsurface.texture->colormapping)
1627                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1628                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1629                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1630                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1631                         permutation |= SHADERPERMUTATION_REFLECTION;
1632         }
1633         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1634         {
1635                 // ambient model lighting
1636                 mode = SHADERMODE_LIGHTDIRECTION;
1637                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1640                         permutation |= SHADERPERMUTATION_GLOW;
1641                 if (r_refdef.fogenabled)
1642                         permutation |= SHADERPERMUTATION_FOG;
1643                 if (rsurface.texture->colormapping)
1644                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1645                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1646                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1647                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1648                         permutation |= SHADERPERMUTATION_REFLECTION;
1649         }
1650         else
1651         {
1652                 // lightmapped wall
1653                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1654                 {
1655                         // deluxemapping (light direction texture)
1656                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1657                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1658                         else
1659                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1660                         permutation |= SHADERPERMUTATION_DIFFUSE;
1661                         if (specularscale > 0)
1662                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1663                 }
1664                 else if (r_glsl_deluxemapping.integer >= 2)
1665                 {
1666                         // fake deluxemapping (uniform light direction in tangentspace)
1667                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1668                         permutation |= SHADERPERMUTATION_DIFFUSE;
1669                         if (specularscale > 0)
1670                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1671                 }
1672                 else if (rsurface.uselightmaptexture)
1673                 {
1674                         // ordinary lightmapping (q1bsp, q3bsp)
1675                         mode = SHADERMODE_LIGHTMAP;
1676                 }
1677                 else
1678                 {
1679                         // ordinary vertex coloring (q3bsp)
1680                         mode = SHADERMODE_VERTEXCOLOR;
1681                 }
1682                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1683                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1684                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1685                         permutation |= SHADERPERMUTATION_GLOW;
1686                 if (r_refdef.fogenabled)
1687                         permutation |= SHADERPERMUTATION_FOG;
1688                 if (rsurface.texture->colormapping)
1689                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1690                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1691                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1692                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1693                         permutation |= SHADERPERMUTATION_REFLECTION;
1694         }
1695         if(permutation & SHADERPERMUTATION_SPECULAR)
1696                 if(r_shadow_glossexact.integer)
1697                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1698         R_SetupShader_SetPermutation(mode, permutation);
1699         if (mode == SHADERMODE_LIGHTSOURCE)
1700         {
1701                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1702                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1703                 {
1704                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1705                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1706                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1707                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1708                 }
1709                 else
1710                 {
1711                         // ambient only is simpler
1712                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1713                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1714                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1715                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1716                 }
1717                 // additive passes are only darkened by fog, not tinted
1718                 if (r_glsl_permutation->loc_FogColor >= 0)
1719                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1720         }
1721         else
1722         {
1723                 if (mode == SHADERMODE_LIGHTDIRECTION)
1724                 {
1725                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1726                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1727                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1728                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1729                 }
1730                 else
1731                 {
1732                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1733                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1734                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1735                 }
1736                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1737                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1738                 // additive passes are only darkened by fog, not tinted
1739                 if (r_glsl_permutation->loc_FogColor >= 0)
1740                 {
1741                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1742                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1743                         else
1744                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1745                 }
1746                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1747                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1748                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1749                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1750                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1751                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1752                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1753         }
1754         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1755         {
1756                 // The formula used is actually:
1757                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1758                 //   color.rgb *= SceneBrightness;
1759                 // simplified:
1760                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1761                 // and do [[calculations]] here in the engine
1762                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1763                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1764         }
1765         else
1766                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1767         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1768         if (r_glsl_permutation->loc_Color_Pants >= 0)
1769         {
1770                 if (rsurface.texture->currentskinframe->pants)
1771                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1772                 else
1773                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1774         }
1775         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1776         {
1777                 if (rsurface.texture->currentskinframe->shirt)
1778                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1779                 else
1780                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1781         }
1782         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1783         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1784         {
1785                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1786         }
1787         else
1788         {
1789                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1790         }
1791         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1792         CHECKGLERROR
1793 }
1794
1795 #define SKINFRAME_HASH 1024
1796
1797 typedef struct
1798 {
1799         int loadsequence; // incremented each level change
1800         memexpandablearray_t array;
1801         skinframe_t *hash[SKINFRAME_HASH];
1802 }
1803 r_skinframe_t;
1804 r_skinframe_t r_skinframe;
1805
1806 void R_SkinFrame_PrepareForPurge(void)
1807 {
1808         r_skinframe.loadsequence++;
1809         // wrap it without hitting zero
1810         if (r_skinframe.loadsequence >= 200)
1811                 r_skinframe.loadsequence = 1;
1812 }
1813
1814 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1815 {
1816         if (!skinframe)
1817                 return;
1818         // mark the skinframe as used for the purging code
1819         skinframe->loadsequence = r_skinframe.loadsequence;
1820 }
1821
1822 void R_SkinFrame_Purge(void)
1823 {
1824         int i;
1825         skinframe_t *s;
1826         for (i = 0;i < SKINFRAME_HASH;i++)
1827         {
1828                 for (s = r_skinframe.hash[i];s;s = s->next)
1829                 {
1830                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1831                         {
1832                                 if (s->merged == s->base)
1833                                         s->merged = NULL;
1834                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1835                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1836                                 R_PurgeTexture(s->merged);s->merged = NULL;
1837                                 R_PurgeTexture(s->base  );s->base   = NULL;
1838                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1839                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1840                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1841                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1842                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1843                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1844                                 s->loadsequence = 0;
1845                         }
1846                 }
1847         }
1848 }
1849
1850 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1851         skinframe_t *item;
1852         char basename[MAX_QPATH];
1853
1854         Image_StripImageExtension(name, basename, sizeof(basename));
1855
1856         if( last == NULL ) {
1857                 int hashindex;
1858                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1859                 item = r_skinframe.hash[hashindex];
1860         } else {
1861                 item = last->next;
1862         }
1863
1864         // linearly search through the hash bucket
1865         for( ; item ; item = item->next ) {
1866                 if( !strcmp( item->basename, basename ) ) {
1867                         return item;
1868                 }
1869         }
1870         return NULL;
1871 }
1872
1873 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1874 {
1875         skinframe_t *item;
1876         int hashindex;
1877         char basename[MAX_QPATH];
1878
1879         Image_StripImageExtension(name, basename, sizeof(basename));
1880
1881         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1882         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1883                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1884                         break;
1885
1886         if (!item) {
1887                 rtexture_t *dyntexture;
1888                 // check whether its a dynamic texture
1889                 dyntexture = CL_GetDynTexture( basename );
1890                 if (!add && !dyntexture)
1891                         return NULL;
1892                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1893                 memset(item, 0, sizeof(*item));
1894                 strlcpy(item->basename, basename, sizeof(item->basename));
1895                 item->base = dyntexture; // either NULL or dyntexture handle
1896                 item->textureflags = textureflags;
1897                 item->comparewidth = comparewidth;
1898                 item->compareheight = compareheight;
1899                 item->comparecrc = comparecrc;
1900                 item->next = r_skinframe.hash[hashindex];
1901                 r_skinframe.hash[hashindex] = item;
1902         }
1903         else if( item->base == NULL )
1904         {
1905                 rtexture_t *dyntexture;
1906                 // check whether its a dynamic texture
1907                 // 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]
1908                 dyntexture = CL_GetDynTexture( basename );
1909                 item->base = dyntexture; // either NULL or dyntexture handle
1910         }
1911
1912         R_SkinFrame_MarkUsed(item);
1913         return item;
1914 }
1915
1916 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1917         { \
1918                 unsigned long long avgcolor[5], wsum; \
1919                 int pix, comp, w; \
1920                 avgcolor[0] = 0; \
1921                 avgcolor[1] = 0; \
1922                 avgcolor[2] = 0; \
1923                 avgcolor[3] = 0; \
1924                 avgcolor[4] = 0; \
1925                 wsum = 0; \
1926                 for(pix = 0; pix < cnt; ++pix) \
1927                 { \
1928                         w = 0; \
1929                         for(comp = 0; comp < 3; ++comp) \
1930                                 w += getpixel; \
1931                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1932                         { \
1933                                 ++wsum; \
1934                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1935                                 w = getpixel; \
1936                                 for(comp = 0; comp < 3; ++comp) \
1937                                         avgcolor[comp] += getpixel * w; \
1938                                 avgcolor[3] += w; \
1939                         } \
1940                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1941                         avgcolor[4] += getpixel; \
1942                 } \
1943                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1944                         avgcolor[3] = 1; \
1945                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1946                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1947                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1948                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1949         }
1950
1951 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1952 {
1953         // FIXME: it should be possible to disable loading various layers using
1954         // cvars, to prevent wasted loading time and memory usage if the user does
1955         // not want them
1956         qboolean loadnormalmap = true;
1957         qboolean loadgloss = true;
1958         qboolean loadpantsandshirt = true;
1959         qboolean loadglow = true;
1960         int j;
1961         unsigned char *pixels;
1962         unsigned char *bumppixels;
1963         unsigned char *basepixels = NULL;
1964         int basepixels_width;
1965         int basepixels_height;
1966         skinframe_t *skinframe;
1967
1968         *has_alpha = false;
1969
1970         if (cls.state == ca_dedicated)
1971                 return NULL;
1972
1973         // return an existing skinframe if already loaded
1974         // if loading of the first image fails, don't make a new skinframe as it
1975         // would cause all future lookups of this to be missing
1976         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1977         if (skinframe && skinframe->base)
1978                 return skinframe;
1979
1980         basepixels = loadimagepixelsbgra(name, complain, true);
1981         if (basepixels == NULL)
1982                 return NULL;
1983
1984         if (developer_loading.integer)
1985                 Con_Printf("loading skin \"%s\"\n", name);
1986
1987         // we've got some pixels to store, so really allocate this new texture now
1988         if (!skinframe)
1989                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1990         skinframe->stain = NULL;
1991         skinframe->merged = NULL;
1992         skinframe->base = r_texture_notexture;
1993         skinframe->pants = NULL;
1994         skinframe->shirt = NULL;
1995         skinframe->nmap = r_texture_blanknormalmap;
1996         skinframe->gloss = NULL;
1997         skinframe->glow = NULL;
1998         skinframe->fog = NULL;
1999
2000         basepixels_width = image_width;
2001         basepixels_height = image_height;
2002         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);
2003
2004         if (textureflags & TEXF_ALPHA)
2005         {
2006                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2007                         if (basepixels[j] < 255)
2008                                 break;
2009                 if (j < basepixels_width * basepixels_height * 4)
2010                 {
2011                         // has transparent pixels
2012                         *has_alpha = true;
2013                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2014                         for (j = 0;j < image_width * image_height * 4;j += 4)
2015                         {
2016                                 pixels[j+0] = 255;
2017                                 pixels[j+1] = 255;
2018                                 pixels[j+2] = 255;
2019                                 pixels[j+3] = basepixels[j+3];
2020                         }
2021                         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);
2022                         Mem_Free(pixels);
2023                 }
2024         }
2025
2026         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2027         //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]);
2028
2029         // _norm is the name used by tenebrae and has been adopted as standard
2030         if (loadnormalmap)
2031         {
2032                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2033                 {
2034                         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);
2035                         Mem_Free(pixels);
2036                         pixels = NULL;
2037                 }
2038                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2039                 {
2040                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2041                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2042                         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);
2043                         Mem_Free(pixels);
2044                         Mem_Free(bumppixels);
2045                 }
2046                 else if (r_shadow_bumpscale_basetexture.value > 0)
2047                 {
2048                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2049                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2050                         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);
2051                         Mem_Free(pixels);
2052                 }
2053         }
2054         // _luma is supported for tenebrae compatibility
2055         // (I think it's a very stupid name, but oh well)
2056         // _glow is the preferred name
2057         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;}
2058         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;}
2059         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;}
2060         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;}
2061
2062         if (basepixels)
2063                 Mem_Free(basepixels);
2064
2065         return skinframe;
2066 }
2067
2068 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2069 {
2070         qboolean has_alpha;
2071         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2072 }
2073
2074 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)
2075 {
2076         int i;
2077         if (!force)
2078         {
2079                 for (i = 0;i < width*height;i++)
2080                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2081                                 break;
2082                 if (i == width*height)
2083                         return NULL;
2084         }
2085         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2086 }
2087
2088 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2089 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2090 {
2091         int i;
2092         unsigned char *temp1, *temp2;
2093         skinframe_t *skinframe;
2094
2095         if (cls.state == ca_dedicated)
2096                 return NULL;
2097
2098         // if already loaded just return it, otherwise make a new skinframe
2099         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2100         if (skinframe && skinframe->base)
2101                 return skinframe;
2102
2103         skinframe->stain = NULL;
2104         skinframe->merged = NULL;
2105         skinframe->base = r_texture_notexture;
2106         skinframe->pants = NULL;
2107         skinframe->shirt = NULL;
2108         skinframe->nmap = r_texture_blanknormalmap;
2109         skinframe->gloss = NULL;
2110         skinframe->glow = NULL;
2111         skinframe->fog = NULL;
2112
2113         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2114         if (!skindata)
2115                 return NULL;
2116
2117         if (developer_loading.integer)
2118                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2119
2120         if (r_shadow_bumpscale_basetexture.value > 0)
2121         {
2122                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2123                 temp2 = temp1 + width * height * 4;
2124                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2125                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2126                 Mem_Free(temp1);
2127         }
2128         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2129         if (textureflags & TEXF_ALPHA)
2130         {
2131                 for (i = 3;i < width * height * 4;i += 4)
2132                         if (skindata[i] < 255)
2133                                 break;
2134                 if (i < width * height * 4)
2135                 {
2136                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2137                         memcpy(fogpixels, skindata, width * height * 4);
2138                         for (i = 0;i < width * height * 4;i += 4)
2139                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2140                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2141                         Mem_Free(fogpixels);
2142                 }
2143         }
2144
2145         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2146         //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]);
2147
2148         return skinframe;
2149 }
2150
2151 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2152 {
2153         int i;
2154         unsigned char *temp1, *temp2;
2155         unsigned int *palette;
2156         skinframe_t *skinframe;
2157
2158         if (cls.state == ca_dedicated)
2159                 return NULL;
2160
2161         // if already loaded just return it, otherwise make a new skinframe
2162         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2163         if (skinframe && skinframe->base)
2164                 return skinframe;
2165
2166         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2167
2168         skinframe->stain = NULL;
2169         skinframe->merged = NULL;
2170         skinframe->base = r_texture_notexture;
2171         skinframe->pants = NULL;
2172         skinframe->shirt = NULL;
2173         skinframe->nmap = r_texture_blanknormalmap;
2174         skinframe->gloss = NULL;
2175         skinframe->glow = NULL;
2176         skinframe->fog = NULL;
2177
2178         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2179         if (!skindata)
2180                 return NULL;
2181
2182         if (developer_loading.integer)
2183                 Con_Printf("loading quake skin \"%s\"\n", name);
2184
2185         if (r_shadow_bumpscale_basetexture.value > 0)
2186         {
2187                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2188                 temp2 = temp1 + width * height * 4;
2189                 // use either a custom palette or the quake palette
2190                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2191                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2192                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2193                 Mem_Free(temp1);
2194         }
2195         // use either a custom palette, or the quake palette
2196         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2197         if (loadglowtexture)
2198                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2199         if (loadpantsandshirt)
2200         {
2201                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2202                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2203         }
2204         if (skinframe->pants || skinframe->shirt)
2205                 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
2206         if (textureflags & TEXF_ALPHA)
2207         {
2208                 for (i = 0;i < width * height;i++)
2209                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2210                                 break;
2211                 if (i < width * height)
2212                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2213         }
2214
2215         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2216         //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]);
2217
2218         return skinframe;
2219 }
2220
2221 skinframe_t *R_SkinFrame_LoadMissing(void)
2222 {
2223         skinframe_t *skinframe;
2224
2225         if (cls.state == ca_dedicated)
2226                 return NULL;
2227
2228         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2229         skinframe->stain = NULL;
2230         skinframe->merged = NULL;
2231         skinframe->base = r_texture_notexture;
2232         skinframe->pants = NULL;
2233         skinframe->shirt = NULL;
2234         skinframe->nmap = r_texture_blanknormalmap;
2235         skinframe->gloss = NULL;
2236         skinframe->glow = NULL;
2237         skinframe->fog = NULL;
2238
2239         skinframe->avgcolor[0] = rand() / RAND_MAX;
2240         skinframe->avgcolor[1] = rand() / RAND_MAX;
2241         skinframe->avgcolor[2] = rand() / RAND_MAX;
2242         skinframe->avgcolor[3] = 1;
2243
2244         return skinframe;
2245 }
2246
2247 void gl_main_start(void)
2248 {
2249         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2250         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2251
2252         // set up r_skinframe loading system for textures
2253         memset(&r_skinframe, 0, sizeof(r_skinframe));
2254         r_skinframe.loadsequence = 1;
2255         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2256
2257         r_main_texturepool = R_AllocTexturePool();
2258         R_BuildBlankTextures();
2259         R_BuildNoTexture();
2260         if (gl_texturecubemap)
2261         {
2262                 R_BuildWhiteCube();
2263                 R_BuildNormalizationCube();
2264         }
2265         r_texture_fogattenuation = NULL;
2266         r_texture_gammaramps = NULL;
2267         //r_texture_fogintensity = NULL;
2268         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2269         memset(&r_waterstate, 0, sizeof(r_waterstate));
2270         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2271         memset(&r_svbsp, 0, sizeof (r_svbsp));
2272
2273         r_refdef.fogmasktable_density = 0;
2274 }
2275
2276 void gl_main_shutdown(void)
2277 {
2278         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2279         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2280
2281         // clear out the r_skinframe state
2282         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2283         memset(&r_skinframe, 0, sizeof(r_skinframe));
2284
2285         if (r_svbsp.nodes)
2286                 Mem_Free(r_svbsp.nodes);
2287         memset(&r_svbsp, 0, sizeof (r_svbsp));
2288         R_FreeTexturePool(&r_main_texturepool);
2289         r_texture_blanknormalmap = NULL;
2290         r_texture_white = NULL;
2291         r_texture_grey128 = NULL;
2292         r_texture_black = NULL;
2293         r_texture_whitecube = NULL;
2294         r_texture_normalizationcube = NULL;
2295         r_texture_fogattenuation = NULL;
2296         r_texture_gammaramps = NULL;
2297         //r_texture_fogintensity = NULL;
2298         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2299         memset(&r_waterstate, 0, sizeof(r_waterstate));
2300         R_GLSL_Restart_f();
2301 }
2302
2303 extern void CL_ParseEntityLump(char *entitystring);
2304 void gl_main_newmap(void)
2305 {
2306         // FIXME: move this code to client
2307         int l;
2308         char *entities, entname[MAX_QPATH];
2309         if (cl.worldmodel)
2310         {
2311                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2312                 l = (int)strlen(entname) - 4;
2313                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2314                 {
2315                         memcpy(entname + l, ".ent", 5);
2316                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2317                         {
2318                                 CL_ParseEntityLump(entities);
2319                                 Mem_Free(entities);
2320                                 return;
2321                         }
2322                 }
2323                 if (cl.worldmodel->brush.entities)
2324                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2325         }
2326 }
2327
2328 void GL_Main_Init(void)
2329 {
2330         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2331
2332         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2333         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2334         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2335         if (gamemode == GAME_NEHAHRA)
2336         {
2337                 Cvar_RegisterVariable (&gl_fogenable);
2338                 Cvar_RegisterVariable (&gl_fogdensity);
2339                 Cvar_RegisterVariable (&gl_fogred);
2340                 Cvar_RegisterVariable (&gl_foggreen);
2341                 Cvar_RegisterVariable (&gl_fogblue);
2342                 Cvar_RegisterVariable (&gl_fogstart);
2343                 Cvar_RegisterVariable (&gl_fogend);
2344                 Cvar_RegisterVariable (&gl_skyclip);
2345         }
2346         Cvar_RegisterVariable(&r_depthfirst);
2347         Cvar_RegisterVariable(&r_useinfinitefarclip);
2348         Cvar_RegisterVariable(&r_nearclip);
2349         Cvar_RegisterVariable(&r_showbboxes);
2350         Cvar_RegisterVariable(&r_showsurfaces);
2351         Cvar_RegisterVariable(&r_showtris);
2352         Cvar_RegisterVariable(&r_shownormals);
2353         Cvar_RegisterVariable(&r_showlighting);
2354         Cvar_RegisterVariable(&r_showshadowvolumes);
2355         Cvar_RegisterVariable(&r_showcollisionbrushes);
2356         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2357         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2358         Cvar_RegisterVariable(&r_showdisabledepthtest);
2359         Cvar_RegisterVariable(&r_drawportals);
2360         Cvar_RegisterVariable(&r_drawentities);
2361         Cvar_RegisterVariable(&r_cullentities_trace);
2362         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2363         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2364         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2365         Cvar_RegisterVariable(&r_drawviewmodel);
2366         Cvar_RegisterVariable(&r_speeds);
2367         Cvar_RegisterVariable(&r_fullbrights);
2368         Cvar_RegisterVariable(&r_wateralpha);
2369         Cvar_RegisterVariable(&r_dynamic);
2370         Cvar_RegisterVariable(&r_fullbright);
2371         Cvar_RegisterVariable(&r_shadows);
2372         Cvar_RegisterVariable(&r_shadows_throwdistance);
2373         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2374         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2375         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2376         Cvar_RegisterVariable(&r_fog_exp2);
2377         Cvar_RegisterVariable(&r_drawfog);
2378         Cvar_RegisterVariable(&r_textureunits);
2379         Cvar_RegisterVariable(&r_glsl);
2380         Cvar_RegisterVariable(&r_glsl_contrastboost);
2381         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2382         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2383         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2384         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2385         Cvar_RegisterVariable(&r_glsl_postprocess);
2386         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2387         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2388         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2389         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2390         Cvar_RegisterVariable(&r_glsl_usegeneric);
2391         Cvar_RegisterVariable(&r_water);
2392         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2393         Cvar_RegisterVariable(&r_water_clippingplanebias);
2394         Cvar_RegisterVariable(&r_water_refractdistort);
2395         Cvar_RegisterVariable(&r_water_reflectdistort);
2396         Cvar_RegisterVariable(&r_lerpsprites);
2397         Cvar_RegisterVariable(&r_lerpmodels);
2398         Cvar_RegisterVariable(&r_lerplightstyles);
2399         Cvar_RegisterVariable(&r_waterscroll);
2400         Cvar_RegisterVariable(&r_bloom);
2401         Cvar_RegisterVariable(&r_bloom_colorscale);
2402         Cvar_RegisterVariable(&r_bloom_brighten);
2403         Cvar_RegisterVariable(&r_bloom_blur);
2404         Cvar_RegisterVariable(&r_bloom_resolution);
2405         Cvar_RegisterVariable(&r_bloom_colorexponent);
2406         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2407         Cvar_RegisterVariable(&r_hdr);
2408         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2409         Cvar_RegisterVariable(&r_hdr_glowintensity);
2410         Cvar_RegisterVariable(&r_hdr_range);
2411         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2412         Cvar_RegisterVariable(&developer_texturelogging);
2413         Cvar_RegisterVariable(&gl_lightmaps);
2414         Cvar_RegisterVariable(&r_test);
2415         Cvar_RegisterVariable(&r_batchmode);
2416         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2417                 Cvar_SetValue("r_fullbrights", 0);
2418         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2419
2420         Cvar_RegisterVariable(&r_track_sprites);
2421         Cvar_RegisterVariable(&r_track_sprites_flags);
2422         Cvar_RegisterVariable(&r_track_sprites_scalew);
2423         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2424 }
2425
2426 extern void R_Textures_Init(void);
2427 extern void GL_Draw_Init(void);
2428 extern void GL_Main_Init(void);
2429 extern void R_Shadow_Init(void);
2430 extern void R_Sky_Init(void);
2431 extern void GL_Surf_Init(void);
2432 extern void R_Particles_Init(void);
2433 extern void R_Explosion_Init(void);
2434 extern void gl_backend_init(void);
2435 extern void Sbar_Init(void);
2436 extern void R_LightningBeams_Init(void);
2437 extern void Mod_RenderInit(void);
2438
2439 void Render_Init(void)
2440 {
2441         gl_backend_init();
2442         R_Textures_Init();
2443         GL_Main_Init();
2444         GL_Draw_Init();
2445         R_Shadow_Init();
2446         R_Sky_Init();
2447         GL_Surf_Init();
2448         Sbar_Init();
2449         R_Particles_Init();
2450         R_Explosion_Init();
2451         R_LightningBeams_Init();
2452         Mod_RenderInit();
2453 }
2454
2455 /*
2456 ===============
2457 GL_Init
2458 ===============
2459 */
2460 extern char *ENGINE_EXTENSIONS;
2461 void GL_Init (void)
2462 {
2463         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2464         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2465         gl_version = (const char *)qglGetString(GL_VERSION);
2466         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2467
2468         if (!gl_extensions)
2469                 gl_extensions = "";
2470         if (!gl_platformextensions)
2471                 gl_platformextensions = "";
2472
2473         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2474         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2475         Con_Printf("GL_VERSION: %s\n", gl_version);
2476         Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2477         Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2478
2479         VID_CheckExtensions();
2480
2481         // LordHavoc: report supported extensions
2482         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2483
2484         // clear to black (loading plaque will be seen over this)
2485         CHECKGLERROR
2486         qglClearColor(0,0,0,1);CHECKGLERROR
2487         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2488 }
2489
2490 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2491 {
2492         int i;
2493         mplane_t *p;
2494         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2495         {
2496                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2497                 if (i == 4)
2498                         continue;
2499                 p = r_refdef.view.frustum + i;
2500                 switch(p->signbits)
2501                 {
2502                 default:
2503                 case 0:
2504                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2505                                 return true;
2506                         break;
2507                 case 1:
2508                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2509                                 return true;
2510                         break;
2511                 case 2:
2512                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2513                                 return true;
2514                         break;
2515                 case 3:
2516                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2517                                 return true;
2518                         break;
2519                 case 4:
2520                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2521                                 return true;
2522                         break;
2523                 case 5:
2524                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2525                                 return true;
2526                         break;
2527                 case 6:
2528                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2529                                 return true;
2530                         break;
2531                 case 7:
2532                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2533                                 return true;
2534                         break;
2535                 }
2536         }
2537         return false;
2538 }
2539
2540 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2541 {
2542         int i;
2543         const mplane_t *p;
2544         for (i = 0;i < numplanes;i++)
2545         {
2546                 p = planes + i;
2547                 switch(p->signbits)
2548                 {
2549                 default:
2550                 case 0:
2551                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2552                                 return true;
2553                         break;
2554                 case 1:
2555                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2556                                 return true;
2557                         break;
2558                 case 2:
2559                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2560                                 return true;
2561                         break;
2562                 case 3:
2563                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2564                                 return true;
2565                         break;
2566                 case 4:
2567                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2568                                 return true;
2569                         break;
2570                 case 5:
2571                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2572                                 return true;
2573                         break;
2574                 case 6:
2575                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2576                                 return true;
2577                         break;
2578                 case 7:
2579                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2580                                 return true;
2581                         break;
2582                 }
2583         }
2584         return false;
2585 }
2586
2587 //==================================================================================
2588
2589 static void R_View_UpdateEntityVisible (void)
2590 {
2591         int i, renderimask;
2592         entity_render_t *ent;
2593
2594         if (!r_drawentities.integer)
2595                 return;
2596
2597         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2598         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2599         {
2600                 // worldmodel can check visibility
2601                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2602                 for (i = 0;i < r_refdef.scene.numentities;i++)
2603                 {
2604                         ent = r_refdef.scene.entities[i];
2605                         if (!(ent->flags & renderimask))
2606                         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)))
2607                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2608                                 r_refdef.viewcache.entityvisible[i] = true;
2609                 }
2610                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2611                 {
2612                         for (i = 0;i < r_refdef.scene.numentities;i++)
2613                         {
2614                                 ent = r_refdef.scene.entities[i];
2615                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2616                                 {
2617                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2618                                                 ent->last_trace_visibility = realtime;
2619                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2620                                                 r_refdef.viewcache.entityvisible[i] = 0;
2621                                 }
2622                         }
2623                 }
2624         }
2625         else
2626         {
2627                 // no worldmodel or it can't check visibility
2628                 for (i = 0;i < r_refdef.scene.numentities;i++)
2629                 {
2630                         ent = r_refdef.scene.entities[i];
2631                         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));
2632                 }
2633         }
2634 }
2635
2636 // only used if skyrendermasked, and normally returns false
2637 int R_DrawBrushModelsSky (void)
2638 {
2639         int i, sky;
2640         entity_render_t *ent;
2641
2642         if (!r_drawentities.integer)
2643                 return false;
2644
2645         sky = false;
2646         for (i = 0;i < r_refdef.scene.numentities;i++)
2647         {
2648                 if (!r_refdef.viewcache.entityvisible[i])
2649                         continue;
2650                 ent = r_refdef.scene.entities[i];
2651                 if (!ent->model || !ent->model->DrawSky)
2652                         continue;
2653                 ent->model->DrawSky(ent);
2654                 sky = true;
2655         }
2656         return sky;
2657 }
2658
2659 static void R_DrawNoModel(entity_render_t *ent);
2660 static void R_DrawModels(void)
2661 {
2662         int i;
2663         entity_render_t *ent;
2664
2665         if (!r_drawentities.integer)
2666                 return;
2667
2668         for (i = 0;i < r_refdef.scene.numentities;i++)
2669         {
2670                 if (!r_refdef.viewcache.entityvisible[i])
2671                         continue;
2672                 ent = r_refdef.scene.entities[i];
2673                 r_refdef.stats.entities++;
2674                 if (ent->model && ent->model->Draw != NULL)
2675                         ent->model->Draw(ent);
2676                 else
2677                         R_DrawNoModel(ent);
2678         }
2679 }
2680
2681 static void R_DrawModelsDepth(void)
2682 {
2683         int i;
2684         entity_render_t *ent;
2685
2686         if (!r_drawentities.integer)
2687                 return;
2688
2689         for (i = 0;i < r_refdef.scene.numentities;i++)
2690         {
2691                 if (!r_refdef.viewcache.entityvisible[i])
2692                         continue;
2693                 ent = r_refdef.scene.entities[i];
2694                 if (ent->model && ent->model->DrawDepth != NULL)
2695                         ent->model->DrawDepth(ent);
2696         }
2697 }
2698
2699 static void R_DrawModelsDebug(void)
2700 {
2701         int i;
2702         entity_render_t *ent;
2703
2704         if (!r_drawentities.integer)
2705                 return;
2706
2707         for (i = 0;i < r_refdef.scene.numentities;i++)
2708         {
2709                 if (!r_refdef.viewcache.entityvisible[i])
2710                         continue;
2711                 ent = r_refdef.scene.entities[i];
2712                 if (ent->model && ent->model->DrawDebug != NULL)
2713                         ent->model->DrawDebug(ent);
2714         }
2715 }
2716
2717 static void R_DrawModelsAddWaterPlanes(void)
2718 {
2719         int i;
2720         entity_render_t *ent;
2721
2722         if (!r_drawentities.integer)
2723                 return;
2724
2725         for (i = 0;i < r_refdef.scene.numentities;i++)
2726         {
2727                 if (!r_refdef.viewcache.entityvisible[i])
2728                         continue;
2729                 ent = r_refdef.scene.entities[i];
2730                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2731                         ent->model->DrawAddWaterPlanes(ent);
2732         }
2733 }
2734
2735 static void R_View_SetFrustum(void)
2736 {
2737         int i;
2738         double slopex, slopey;
2739         vec3_t forward, left, up, origin;
2740
2741         // we can't trust r_refdef.view.forward and friends in reflected scenes
2742         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2743
2744 #if 0
2745         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2746         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2747         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2748         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2749         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2750         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2751         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2752         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2753         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2754         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2755         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2756         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2757 #endif
2758
2759 #if 0
2760         zNear = r_refdef.nearclip;
2761         nudge = 1.0 - 1.0 / (1<<23);
2762         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2763         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2764         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2765         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2766         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2767         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2768         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2769         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2770 #endif
2771
2772
2773
2774 #if 0
2775         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2776         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2777         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2778         r_refdef.view.frustum[0].dist = m[15] - m[12];
2779
2780         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2781         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2782         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2783         r_refdef.view.frustum[1].dist = m[15] + m[12];
2784
2785         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2786         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2787         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2788         r_refdef.view.frustum[2].dist = m[15] - m[13];
2789
2790         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2791         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2792         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2793         r_refdef.view.frustum[3].dist = m[15] + m[13];
2794
2795         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2796         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2797         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2798         r_refdef.view.frustum[4].dist = m[15] - m[14];
2799
2800         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2801         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2802         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2803         r_refdef.view.frustum[5].dist = m[15] + m[14];
2804 #endif
2805
2806         if (r_refdef.view.useperspective)
2807         {
2808                 slopex = 1.0 / r_refdef.view.frustum_x;
2809                 slopey = 1.0 / r_refdef.view.frustum_y;
2810                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2811                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2812                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2813                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2814                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2815
2816                 // Leaving those out was a mistake, those were in the old code, and they
2817                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2818                 // I couldn't reproduce it after adding those normalizations. --blub
2819                 VectorNormalize(r_refdef.view.frustum[0].normal);
2820                 VectorNormalize(r_refdef.view.frustum[1].normal);
2821                 VectorNormalize(r_refdef.view.frustum[2].normal);
2822                 VectorNormalize(r_refdef.view.frustum[3].normal);
2823
2824                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2825                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2826                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2827                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2828                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2829
2830                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2831                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2832                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2833                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2834                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2835         }
2836         else
2837         {
2838                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2839                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2840                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2841                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2842                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2843                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2844                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2845                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2846                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2847                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2848         }
2849         r_refdef.view.numfrustumplanes = 5;
2850
2851         if (r_refdef.view.useclipplane)
2852         {
2853                 r_refdef.view.numfrustumplanes = 6;
2854                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2855         }
2856
2857         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2858                 PlaneClassify(r_refdef.view.frustum + i);
2859
2860         // LordHavoc: note to all quake engine coders, Quake had a special case
2861         // for 90 degrees which assumed a square view (wrong), so I removed it,
2862         // Quake2 has it disabled as well.
2863
2864         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2865         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2866         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2867         //PlaneClassify(&frustum[0]);
2868
2869         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2870         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2871         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2872         //PlaneClassify(&frustum[1]);
2873
2874         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2875         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2876         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2877         //PlaneClassify(&frustum[2]);
2878
2879         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2880         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2881         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2882         //PlaneClassify(&frustum[3]);
2883
2884         // nearclip plane
2885         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2886         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2887         //PlaneClassify(&frustum[4]);
2888 }
2889
2890 void R_View_Update(void)
2891 {
2892         R_View_SetFrustum();
2893         R_View_WorldVisibility(r_refdef.view.useclipplane);
2894         R_View_UpdateEntityVisible();
2895 }
2896
2897 void R_SetupView(qboolean allowwaterclippingplane)
2898 {
2899         if (!r_refdef.view.useperspective)
2900                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2901         else if (gl_stencil && r_useinfinitefarclip.integer)
2902                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2903         else
2904                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2905
2906         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2907
2908         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2909         {
2910                 // LordHavoc: couldn't figure out how to make this approach the
2911                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2912                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2913                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2914                         dist = r_refdef.view.clipplane.dist;
2915                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2916         }
2917 }
2918
2919 void R_ResetViewRendering2D(void)
2920 {
2921         DrawQ_Finish();
2922
2923         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2924         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2925         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2926         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2927         GL_Color(1, 1, 1, 1);
2928         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2929         GL_BlendFunc(GL_ONE, GL_ZERO);
2930         GL_AlphaTest(false);
2931         GL_ScissorTest(false);
2932         GL_DepthMask(false);
2933         GL_DepthRange(0, 1);
2934         GL_DepthTest(false);
2935         R_Mesh_Matrix(&identitymatrix);
2936         R_Mesh_ResetTextureState();
2937         GL_PolygonOffset(0, 0);
2938         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2939         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2940         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2941         qglStencilMask(~0);CHECKGLERROR
2942         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2943         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2944         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2945         R_SetupGenericShader(true);
2946 }
2947
2948 void R_ResetViewRendering3D(void)
2949 {
2950         DrawQ_Finish();
2951
2952         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2953         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2954         R_SetupView(true);
2955         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2956         GL_Color(1, 1, 1, 1);
2957         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2958         GL_BlendFunc(GL_ONE, GL_ZERO);
2959         GL_AlphaTest(false);
2960         GL_ScissorTest(true);
2961         GL_DepthMask(true);
2962         GL_DepthRange(0, 1);
2963         GL_DepthTest(true);
2964         R_Mesh_Matrix(&identitymatrix);
2965         R_Mesh_ResetTextureState();
2966         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2967         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2968         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2969         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2970         qglStencilMask(~0);CHECKGLERROR
2971         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2972         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2973         GL_CullFace(r_refdef.view.cullface_back);
2974         R_SetupGenericShader(true);
2975 }
2976
2977 void R_RenderScene(qboolean addwaterplanes);
2978
2979 static void R_Water_StartFrame(void)
2980 {
2981         int i;
2982         int waterwidth, waterheight, texturewidth, textureheight;
2983         r_waterstate_waterplane_t *p;
2984
2985         // set waterwidth and waterheight to the water resolution that will be
2986         // used (often less than the screen resolution for faster rendering)
2987         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2988         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2989
2990         // calculate desired texture sizes
2991         // can't use water if the card does not support the texture size
2992         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2993                 texturewidth = textureheight = waterwidth = waterheight = 0;
2994         else if (gl_support_arb_texture_non_power_of_two)
2995         {
2996                 texturewidth = waterwidth;
2997                 textureheight = waterheight;
2998         }
2999         else
3000         {
3001                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3002                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3003         }
3004
3005         // allocate textures as needed
3006         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3007         {
3008                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3009                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3010                 {
3011                         if (p->texture_refraction)
3012                                 R_FreeTexture(p->texture_refraction);
3013                         p->texture_refraction = NULL;
3014                         if (p->texture_reflection)
3015                                 R_FreeTexture(p->texture_reflection);
3016                         p->texture_reflection = NULL;
3017                 }
3018                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3019                 r_waterstate.waterwidth = waterwidth;
3020                 r_waterstate.waterheight = waterheight;
3021                 r_waterstate.texturewidth = texturewidth;
3022                 r_waterstate.textureheight = textureheight;
3023         }
3024
3025         if (r_waterstate.waterwidth)
3026         {
3027                 r_waterstate.enabled = true;
3028
3029                 // set up variables that will be used in shader setup
3030                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3031                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3032                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3033                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3034         }
3035
3036         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3037         r_waterstate.numwaterplanes = 0;
3038 }
3039
3040 static void R_Water_AddWaterPlane(msurface_t *surface)
3041 {
3042         int triangleindex, planeindex;
3043         const int *e;
3044         vec3_t vert[3];
3045         vec3_t normal;
3046         vec3_t center;
3047         mplane_t plane;
3048         r_waterstate_waterplane_t *p;
3049         // just use the first triangle with a valid normal for any decisions
3050         VectorClear(normal);
3051         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3052         {
3053                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3054                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3055                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3056                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3057                 if (VectorLength2(normal) >= 0.001)
3058                         break;
3059         }
3060
3061         VectorCopy(normal, plane.normal);
3062         VectorNormalize(plane.normal);
3063         plane.dist = DotProduct(vert[0], plane.normal);
3064         PlaneClassify(&plane);
3065         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3066         {
3067                 // skip backfaces (except if nocullface is set)
3068                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3069                         return;
3070                 VectorNegate(plane.normal, plane.normal);
3071                 plane.dist *= -1;
3072                 PlaneClassify(&plane);
3073         }
3074
3075
3076         // find a matching plane if there is one
3077         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3078                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3079                         break;
3080         if (planeindex >= r_waterstate.maxwaterplanes)
3081                 return; // nothing we can do, out of planes
3082
3083         // if this triangle does not fit any known plane rendered this frame, add one
3084         if (planeindex >= r_waterstate.numwaterplanes)
3085         {
3086                 // store the new plane
3087                 r_waterstate.numwaterplanes++;
3088                 p->plane = plane;
3089                 // clear materialflags and pvs
3090                 p->materialflags = 0;
3091                 p->pvsvalid = false;
3092         }
3093         // merge this surface's materialflags into the waterplane
3094         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3095         // merge this surface's PVS into the waterplane
3096         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3097         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3098          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3099         {
3100                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3101                 p->pvsvalid = true;
3102         }
3103 }
3104
3105 static void R_Water_ProcessPlanes(void)
3106 {
3107         r_refdef_view_t originalview;
3108         int planeindex;
3109         r_waterstate_waterplane_t *p;
3110
3111         originalview = r_refdef.view;
3112
3113         // make sure enough textures are allocated
3114         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3115         {
3116                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3117                 {
3118                         if (!p->texture_refraction)
3119                                 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);
3120                         if (!p->texture_refraction)
3121                                 goto error;
3122                 }
3123
3124                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3125                 {
3126                         if (!p->texture_reflection)
3127                                 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);
3128                         if (!p->texture_reflection)
3129                                 goto error;
3130                 }
3131         }
3132
3133         // render views
3134         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3135         {
3136                 r_refdef.view.showdebug = false;
3137                 r_refdef.view.width = r_waterstate.waterwidth;
3138                 r_refdef.view.height = r_waterstate.waterheight;
3139                 r_refdef.view.useclipplane = true;
3140                 r_waterstate.renderingscene = true;
3141
3142                 // render the normal view scene and copy into texture
3143                 // (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)
3144                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3145                 {
3146                         r_refdef.view.clipplane = p->plane;
3147                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3148                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3149                         PlaneClassify(&r_refdef.view.clipplane);
3150
3151                         R_RenderScene(false);
3152
3153                         // copy view into the screen texture
3154                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3155                         GL_ActiveTexture(0);
3156                         CHECKGLERROR
3157                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3158                 }
3159
3160                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3161                 {
3162                         // render reflected scene and copy into texture
3163                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3164                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3165                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3166                         r_refdef.view.clipplane = p->plane;
3167                         // reverse the cullface settings for this render
3168                         r_refdef.view.cullface_front = GL_FRONT;
3169                         r_refdef.view.cullface_back = GL_BACK;
3170                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3171                         {
3172                                 r_refdef.view.usecustompvs = true;
3173                                 if (p->pvsvalid)
3174                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3175                                 else
3176                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3177                         }
3178
3179                         R_ResetViewRendering3D();
3180                         R_ClearScreen(r_refdef.fogenabled);
3181                         if (r_timereport_active)
3182                                 R_TimeReport("viewclear");
3183
3184                         R_RenderScene(false);
3185
3186                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3187                         GL_ActiveTexture(0);
3188                         CHECKGLERROR
3189                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3190
3191                         R_ResetViewRendering3D();
3192                         R_ClearScreen(r_refdef.fogenabled);
3193                         if (r_timereport_active)
3194                                 R_TimeReport("viewclear");
3195                 }
3196
3197                 r_refdef.view = originalview;
3198                 r_refdef.view.clear = true;
3199                 r_waterstate.renderingscene = false;
3200         }
3201         return;
3202 error:
3203         r_refdef.view = originalview;
3204         r_waterstate.renderingscene = false;
3205         Cvar_SetValueQuick(&r_water, 0);
3206         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3207         return;
3208 }
3209
3210 void R_Bloom_StartFrame(void)
3211 {
3212         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3213
3214         // set bloomwidth and bloomheight to the bloom resolution that will be
3215         // used (often less than the screen resolution for faster rendering)
3216         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3217         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3218         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3219         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3220         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3221
3222         // calculate desired texture sizes
3223         if (gl_support_arb_texture_non_power_of_two)
3224         {
3225                 screentexturewidth = r_refdef.view.width;
3226                 screentextureheight = r_refdef.view.height;
3227                 bloomtexturewidth = r_bloomstate.bloomwidth;
3228                 bloomtextureheight = r_bloomstate.bloomheight;
3229         }
3230         else
3231         {
3232                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3233                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3234                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3235                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3236         }
3237
3238         if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3239         {
3240                 Cvar_SetValueQuick(&r_hdr, 0);
3241                 Cvar_SetValueQuick(&r_bloom, 0);
3242         }
3243
3244         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3245                 screentexturewidth = screentextureheight = 0;
3246         if (!r_hdr.integer && !r_bloom.integer)
3247                 bloomtexturewidth = bloomtextureheight = 0;
3248
3249         // allocate textures as needed
3250         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3251         {
3252                 if (r_bloomstate.texture_screen)
3253                         R_FreeTexture(r_bloomstate.texture_screen);
3254                 r_bloomstate.texture_screen = NULL;
3255                 r_bloomstate.screentexturewidth = screentexturewidth;
3256                 r_bloomstate.screentextureheight = screentextureheight;
3257                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3258                         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);
3259         }
3260         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3261         {
3262                 if (r_bloomstate.texture_bloom)
3263                         R_FreeTexture(r_bloomstate.texture_bloom);
3264                 r_bloomstate.texture_bloom = NULL;
3265                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3266                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3267                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3268                         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);
3269         }
3270
3271         // set up a texcoord array for the full resolution screen image
3272         // (we have to keep this around to copy back during final render)
3273         r_bloomstate.screentexcoord2f[0] = 0;
3274         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3275         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3276         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3277         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3278         r_bloomstate.screentexcoord2f[5] = 0;
3279         r_bloomstate.screentexcoord2f[6] = 0;
3280         r_bloomstate.screentexcoord2f[7] = 0;
3281
3282         // set up a texcoord array for the reduced resolution bloom image
3283         // (which will be additive blended over the screen image)
3284         r_bloomstate.bloomtexcoord2f[0] = 0;
3285         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3286         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3287         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3288         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3289         r_bloomstate.bloomtexcoord2f[5] = 0;
3290         r_bloomstate.bloomtexcoord2f[6] = 0;
3291         r_bloomstate.bloomtexcoord2f[7] = 0;
3292
3293         if (r_hdr.integer || r_bloom.integer)
3294         {
3295                 r_bloomstate.enabled = true;
3296                 r_bloomstate.hdr = r_hdr.integer != 0;
3297         }
3298 }
3299
3300 void R_Bloom_CopyBloomTexture(float colorscale)
3301 {
3302         r_refdef.stats.bloom++;
3303
3304         // scale down screen texture to the bloom texture size
3305         CHECKGLERROR
3306         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3307         GL_BlendFunc(GL_ONE, GL_ZERO);
3308         GL_Color(colorscale, colorscale, colorscale, 1);
3309         // TODO: optimize with multitexture or GLSL
3310         R_SetupGenericShader(true);
3311         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3312         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3313         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3314         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3315
3316         // we now have a bloom image in the framebuffer
3317         // copy it into the bloom image texture for later processing
3318         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3319         GL_ActiveTexture(0);
3320         CHECKGLERROR
3321         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3322         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3323 }
3324
3325 void R_Bloom_CopyHDRTexture(void)
3326 {
3327         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3328         GL_ActiveTexture(0);
3329         CHECKGLERROR
3330         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3331         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3332 }
3333
3334 void R_Bloom_MakeTexture(void)
3335 {
3336         int x, range, dir;
3337         float xoffset, yoffset, r, brighten;
3338
3339         r_refdef.stats.bloom++;
3340
3341         R_ResetViewRendering2D();
3342         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3343         R_Mesh_ColorPointer(NULL, 0, 0);
3344         R_SetupGenericShader(true);
3345
3346         // we have a bloom image in the framebuffer
3347         CHECKGLERROR
3348         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3349
3350         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3351         {
3352                 x *= 2;
3353                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3354                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3355                 GL_Color(r, r, r, 1);
3356                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3357                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3358                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3359                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3360
3361                 // copy the vertically blurred bloom view to a texture
3362                 GL_ActiveTexture(0);
3363                 CHECKGLERROR
3364                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3365                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3366         }
3367
3368         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3369         brighten = r_bloom_brighten.value;
3370         if (r_hdr.integer)
3371                 brighten *= r_hdr_range.value;
3372         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3373         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3374
3375         for (dir = 0;dir < 2;dir++)
3376         {
3377                 // blend on at multiple vertical offsets to achieve a vertical blur
3378                 // TODO: do offset blends using GLSL
3379                 GL_BlendFunc(GL_ONE, GL_ZERO);
3380                 for (x = -range;x <= range;x++)
3381                 {
3382                         if (!dir){xoffset = 0;yoffset = x;}
3383                         else {xoffset = x;yoffset = 0;}
3384                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3385                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3386                         // compute a texcoord array with the specified x and y offset
3387                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3388                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3389                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3390                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3391                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3392                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3393                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3394                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3395                         // this r value looks like a 'dot' particle, fading sharply to
3396                         // black at the edges
3397                         // (probably not realistic but looks good enough)
3398                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3399                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3400                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3401                         GL_Color(r, r, r, 1);
3402                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3403                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3404                         GL_BlendFunc(GL_ONE, GL_ONE);
3405                 }
3406
3407                 // copy the vertically blurred bloom view to a texture
3408                 GL_ActiveTexture(0);
3409                 CHECKGLERROR
3410                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3411                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3412         }
3413
3414         // apply subtract last
3415         // (just like it would be in a GLSL shader)
3416         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3417         {
3418                 GL_BlendFunc(GL_ONE, GL_ZERO);
3419                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3420                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3421                 GL_Color(1, 1, 1, 1);
3422                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3423                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3424
3425                 GL_BlendFunc(GL_ONE, GL_ONE);
3426                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3427                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3428                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3429                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3430                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3431                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3432                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3433
3434                 // copy the darkened bloom view to a texture
3435                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3436                 GL_ActiveTexture(0);
3437                 CHECKGLERROR
3438                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3439                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3440         }
3441 }
3442
3443 void R_HDR_RenderBloomTexture(void)
3444 {
3445         int oldwidth, oldheight;
3446         float oldcolorscale;
3447
3448         oldcolorscale = r_refdef.view.colorscale;
3449         oldwidth = r_refdef.view.width;
3450         oldheight = r_refdef.view.height;
3451         r_refdef.view.width = r_bloomstate.bloomwidth;
3452         r_refdef.view.height = r_bloomstate.bloomheight;
3453
3454         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3455         // TODO: add exposure compensation features
3456         // TODO: add fp16 framebuffer support
3457
3458         r_refdef.view.showdebug = false;
3459         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3460
3461         R_ClearScreen(r_refdef.fogenabled);
3462         if (r_timereport_active)
3463                 R_TimeReport("HDRclear");
3464
3465         r_waterstate.numwaterplanes = 0;
3466         R_RenderScene(r_waterstate.enabled);
3467         r_refdef.view.showdebug = true;
3468
3469         R_ResetViewRendering2D();
3470
3471         R_Bloom_CopyHDRTexture();
3472         R_Bloom_MakeTexture();
3473
3474         // restore the view settings
3475         r_refdef.view.width = oldwidth;
3476         r_refdef.view.height = oldheight;
3477         r_refdef.view.colorscale = oldcolorscale;
3478
3479         R_ResetViewRendering3D();
3480
3481         R_ClearScreen(r_refdef.fogenabled);
3482         if (r_timereport_active)
3483                 R_TimeReport("viewclear");
3484 }
3485
3486 static void R_BlendView(void)
3487 {
3488         if (r_bloomstate.texture_screen)
3489         {
3490                 // copy view into the screen texture
3491                 R_ResetViewRendering2D();
3492                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3493                 R_Mesh_ColorPointer(NULL, 0, 0);
3494                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3495                 GL_ActiveTexture(0);CHECKGLERROR
3496                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3497                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3498         }
3499
3500         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3501         {
3502                 unsigned int permutation =
3503                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3504                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3505                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3506                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3507
3508                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3509                 {
3510                         // render simple bloom effect
3511                         // copy the screen and shrink it and darken it for the bloom process
3512                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3513                         // make the bloom texture
3514                         R_Bloom_MakeTexture();
3515                 }
3516
3517                 R_ResetViewRendering2D();
3518                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3519                 R_Mesh_ColorPointer(NULL, 0, 0);
3520                 GL_Color(1, 1, 1, 1);
3521                 GL_BlendFunc(GL_ONE, GL_ZERO);
3522                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3523                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3524                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3525                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3526                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3527                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3528                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3529                 if (r_glsl_permutation->loc_TintColor >= 0)
3530                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3531                 if (r_glsl_permutation->loc_ClientTime >= 0)
3532                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3533                 if (r_glsl_permutation->loc_PixelSize >= 0)
3534                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3535                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3536                 {
3537                         float a=0, b=0, c=0, d=0;
3538 #if _MSC_VER >= 1400
3539 #define sscanf sscanf_s
3540 #endif
3541                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3542                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3543                 }
3544                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3545                 {
3546                         float a=0, b=0, c=0, d=0;
3547                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3548                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3549                 }
3550                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3551                 {
3552                         float a=0, b=0, c=0, d=0;
3553                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3554                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3555                 }
3556                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3557                 {
3558                         float a=0, b=0, c=0, d=0;
3559                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3560                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3561                 }
3562                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3563                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3564                 return;
3565         }
3566
3567
3568
3569         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3570         {
3571                 // render high dynamic range bloom effect
3572                 // the bloom texture was made earlier this render, so we just need to
3573                 // blend it onto the screen...
3574                 R_ResetViewRendering2D();
3575                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3576                 R_Mesh_ColorPointer(NULL, 0, 0);
3577                 R_SetupGenericShader(true);
3578                 GL_Color(1, 1, 1, 1);
3579                 GL_BlendFunc(GL_ONE, GL_ONE);
3580                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3581                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3582                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3583                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3584         }
3585         else if (r_bloomstate.texture_bloom)
3586         {
3587                 // render simple bloom effect
3588                 // copy the screen and shrink it and darken it for the bloom process
3589                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3590                 // make the bloom texture
3591                 R_Bloom_MakeTexture();
3592                 // put the original screen image back in place and blend the bloom
3593                 // texture on it
3594                 R_ResetViewRendering2D();
3595                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3596                 R_Mesh_ColorPointer(NULL, 0, 0);
3597                 GL_Color(1, 1, 1, 1);
3598                 GL_BlendFunc(GL_ONE, GL_ZERO);
3599                 // do both in one pass if possible
3600                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3601                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3602                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3603                 {
3604                         R_SetupGenericTwoTextureShader(GL_ADD);
3605                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3606                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3607                 }
3608                 else
3609                 {
3610                         R_SetupGenericShader(true);
3611                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3612                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3613                         // now blend on the bloom texture
3614                         GL_BlendFunc(GL_ONE, GL_ONE);
3615                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3616                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3617                 }
3618                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3619                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3620         }
3621         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3622         {
3623                 // apply a color tint to the whole view
3624                 R_ResetViewRendering2D();
3625                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3626                 R_Mesh_ColorPointer(NULL, 0, 0);
3627                 R_SetupGenericShader(false);
3628                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3629                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3630                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3631         }
3632 }
3633
3634 void R_RenderScene(qboolean addwaterplanes);
3635
3636 matrix4x4_t r_waterscrollmatrix;
3637
3638 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3639 {
3640         if (r_refdef.fog_density)
3641         {
3642                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3643                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3644                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3645
3646                 {
3647                         vec3_t fogvec;
3648                         VectorCopy(r_refdef.fogcolor, fogvec);
3649                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3650                         {
3651                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3652                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3653                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3654                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3655                         }
3656                         //   color.rgb *= ContrastBoost * SceneBrightness;
3657                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3658                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3659                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3660                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3661                 }
3662         }
3663 }
3664
3665 void R_UpdateVariables(void)
3666 {
3667         R_Textures_Frame();
3668
3669         r_refdef.scene.ambient = r_ambient.value;
3670
3671         r_refdef.farclip = 4096;
3672         if (r_refdef.scene.worldmodel)
3673                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3674         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3675
3676         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3677                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3678         r_refdef.polygonfactor = 0;
3679         r_refdef.polygonoffset = 0;
3680         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3681         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3682
3683         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3684         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3685         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3686         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3687         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3688         if (r_showsurfaces.integer)
3689         {
3690                 r_refdef.scene.rtworld = false;
3691                 r_refdef.scene.rtworldshadows = false;
3692                 r_refdef.scene.rtdlight = false;
3693                 r_refdef.scene.rtdlightshadows = false;
3694                 r_refdef.lightmapintensity = 0;
3695         }
3696
3697         if (gamemode == GAME_NEHAHRA)
3698         {
3699                 if (gl_fogenable.integer)
3700                 {
3701                         r_refdef.oldgl_fogenable = true;
3702                         r_refdef.fog_density = gl_fogdensity.value;
3703                         r_refdef.fog_red = gl_fogred.value;
3704                         r_refdef.fog_green = gl_foggreen.value;
3705                         r_refdef.fog_blue = gl_fogblue.value;
3706                         r_refdef.fog_alpha = 1;
3707                         r_refdef.fog_start = 0;
3708                         r_refdef.fog_end = gl_skyclip.value;
3709                 }
3710                 else if (r_refdef.oldgl_fogenable)
3711                 {
3712                         r_refdef.oldgl_fogenable = false;
3713                         r_refdef.fog_density = 0;
3714                         r_refdef.fog_red = 0;
3715                         r_refdef.fog_green = 0;
3716                         r_refdef.fog_blue = 0;
3717                         r_refdef.fog_alpha = 0;
3718                         r_refdef.fog_start = 0;
3719                         r_refdef.fog_end = 0;
3720                 }
3721         }
3722
3723         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3724         r_refdef.fog_start = max(0, r_refdef.fog_start);
3725         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3726
3727         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3728
3729         if (r_refdef.fog_density && r_drawfog.integer)
3730         {
3731                 r_refdef.fogenabled = true;
3732                 // this is the point where the fog reaches 0.9986 alpha, which we
3733                 // consider a good enough cutoff point for the texture
3734                 // (0.9986 * 256 == 255.6)
3735                 if (r_fog_exp2.integer)
3736                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3737                 else
3738                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3739                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3740                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3741                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3742                 // fog color was already set
3743                 // update the fog texture
3744                 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)
3745                         R_BuildFogTexture();
3746         }
3747         else
3748                 r_refdef.fogenabled = false;
3749
3750         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3751         {
3752                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3753                 {
3754                         // build GLSL gamma texture
3755 #define RAMPWIDTH 256
3756                         unsigned short ramp[RAMPWIDTH * 3];
3757                         unsigned char ramprgb[RAMPWIDTH][4];
3758                         int i;
3759
3760                         r_texture_gammaramps_serial = vid_gammatables_serial;
3761
3762                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3763                         for(i = 0; i < RAMPWIDTH; ++i)
3764                         {
3765                                 ramprgb[i][0] = ramp[i] >> 8;
3766                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3767                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3768                                 ramprgb[i][3] = 0;
3769                         }
3770                         if (r_texture_gammaramps)
3771                         {
3772                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3773                         }
3774                         else
3775                         {
3776                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3777                         }
3778                 }
3779         }
3780         else
3781         {
3782                 // remove GLSL gamma texture
3783         }
3784 }
3785
3786 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3787 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3788 /*
3789 ================
3790 R_SelectScene
3791 ================
3792 */
3793 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3794         if( scenetype != r_currentscenetype ) {
3795                 // store the old scenetype
3796                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3797                 r_currentscenetype = scenetype;
3798                 // move in the new scene
3799                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3800         }
3801 }
3802
3803 /*
3804 ================
3805 R_GetScenePointer
3806 ================
3807 */
3808 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3809 {
3810         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3811         if( scenetype == r_currentscenetype ) {
3812                 return &r_refdef.scene;
3813         } else {
3814                 return &r_scenes_store[ scenetype ];
3815         }
3816 }
3817
3818 /*
3819 ================
3820 R_RenderView
3821 ================
3822 */
3823 void R_RenderView(void)
3824 {
3825         if (r_refdef.view.isoverlay)
3826         {
3827                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3828                 GL_Clear( GL_DEPTH_BUFFER_BIT );
3829                 R_TimeReport("depthclear");
3830
3831                 r_refdef.view.showdebug = false;
3832
3833                 r_waterstate.enabled = false;
3834                 r_waterstate.numwaterplanes = 0;
3835
3836                 R_RenderScene(false);
3837
3838                 CHECKGLERROR
3839                 return;
3840         }
3841
3842         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3843                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3844
3845         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3846
3847         // break apart the view matrix into vectors for various purposes
3848         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3849         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3850         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3851         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3852         // make an inverted copy of the view matrix for tracking sprites
3853         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3854
3855         R_Shadow_UpdateWorldLightSelection();
3856
3857         R_Bloom_StartFrame();
3858         R_Water_StartFrame();
3859
3860         CHECKGLERROR
3861         if (r_timereport_active)
3862                 R_TimeReport("viewsetup");
3863
3864         R_ResetViewRendering3D();
3865
3866         if (r_refdef.view.clear || r_refdef.fogenabled)
3867         {
3868                 R_ClearScreen(r_refdef.fogenabled);
3869                 if (r_timereport_active)
3870                         R_TimeReport("viewclear");
3871         }
3872         r_refdef.view.clear = true;
3873
3874         r_refdef.view.showdebug = true;
3875
3876         // this produces a bloom texture to be used in R_BlendView() later
3877         if (r_hdr.integer)
3878                 R_HDR_RenderBloomTexture();
3879
3880         r_waterstate.numwaterplanes = 0;
3881         R_RenderScene(r_waterstate.enabled);
3882
3883         R_BlendView();
3884         if (r_timereport_active)
3885                 R_TimeReport("blendview");
3886
3887         GL_Scissor(0, 0, vid.width, vid.height);
3888         GL_ScissorTest(false);
3889         CHECKGLERROR
3890 }
3891
3892 extern void R_DrawLightningBeams (void);
3893 extern void VM_CL_AddPolygonsToMeshQueue (void);
3894 extern void R_DrawPortals (void);
3895 extern cvar_t cl_locs_show;
3896 static void R_DrawLocs(void);
3897 static void R_DrawEntityBBoxes(void);
3898 void R_RenderScene(qboolean addwaterplanes)
3899 {
3900         r_refdef.stats.renders++;
3901
3902         R_UpdateFogColor();
3903
3904         if (addwaterplanes)
3905         {
3906                 R_ResetViewRendering3D();
3907
3908                 R_View_Update();
3909                 if (r_timereport_active)
3910                         R_TimeReport("watervis");
3911
3912                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3913                 {
3914                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3915                         if (r_timereport_active)
3916                                 R_TimeReport("waterworld");
3917                 }
3918
3919                 // don't let sound skip if going slow
3920                 if (r_refdef.scene.extraupdate)
3921                         S_ExtraUpdate ();
3922
3923                 R_DrawModelsAddWaterPlanes();
3924                 if (r_timereport_active)
3925                         R_TimeReport("watermodels");
3926
3927                 R_Water_ProcessPlanes();
3928                 if (r_timereport_active)
3929                         R_TimeReport("waterscenes");
3930         }
3931
3932         R_ResetViewRendering3D();
3933
3934         // don't let sound skip if going slow
3935         if (r_refdef.scene.extraupdate)
3936                 S_ExtraUpdate ();
3937
3938         R_MeshQueue_BeginScene();
3939
3940         R_SkyStartFrame();
3941
3942         R_View_Update();
3943         if (r_timereport_active)
3944                 R_TimeReport("visibility");
3945
3946         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);
3947
3948         if (cl.csqc_vidvars.drawworld)
3949         {
3950                 // don't let sound skip if going slow
3951                 if (r_refdef.scene.extraupdate)
3952                         S_ExtraUpdate ();
3953
3954                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3955                 {
3956                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3957                         if (r_timereport_active)
3958                                 R_TimeReport("worldsky");
3959                 }
3960
3961                 if (R_DrawBrushModelsSky() && r_timereport_active)
3962                         R_TimeReport("bmodelsky");
3963         }
3964
3965         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3966         {
3967                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3968                 if (r_timereport_active)
3969                         R_TimeReport("worlddepth");
3970         }
3971         if (r_depthfirst.integer >= 2)
3972         {
3973                 R_DrawModelsDepth();
3974                 if (r_timereport_active)
3975                         R_TimeReport("modeldepth");
3976         }
3977
3978         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3979         {
3980                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3981                 if (r_timereport_active)
3982                         R_TimeReport("world");
3983         }
3984
3985         // don't let sound skip if going slow
3986         if (r_refdef.scene.extraupdate)
3987                 S_ExtraUpdate ();
3988
3989         R_DrawModels();
3990         if (r_timereport_active)
3991                 R_TimeReport("models");
3992
3993         // don't let sound skip if going slow
3994         if (r_refdef.scene.extraupdate)
3995                 S_ExtraUpdate ();
3996
3997         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3998         {
3999                 R_DrawModelShadows();
4000
4001                 R_ResetViewRendering3D();
4002
4003                 // don't let sound skip if going slow
4004                 if (r_refdef.scene.extraupdate)
4005                         S_ExtraUpdate ();
4006         }
4007
4008         R_ShadowVolumeLighting(false);
4009         if (r_timereport_active)
4010                 R_TimeReport("rtlights");
4011
4012         // don't let sound skip if going slow
4013         if (r_refdef.scene.extraupdate)
4014                 S_ExtraUpdate ();
4015
4016         if (cl.csqc_vidvars.drawworld)
4017         {
4018                 R_DrawLightningBeams();
4019                 if (r_timereport_active)
4020                         R_TimeReport("lightning");
4021
4022                 R_DrawDecals();
4023                 if (r_timereport_active)
4024                         R_TimeReport("decals");
4025
4026                 R_DrawParticles();
4027                 if (r_timereport_active)
4028                         R_TimeReport("particles");
4029
4030                 R_DrawExplosions();
4031                 if (r_timereport_active)
4032                         R_TimeReport("explosions");
4033         }
4034
4035         R_SetupGenericShader(true);
4036         VM_CL_AddPolygonsToMeshQueue();
4037
4038         if (r_refdef.view.showdebug)
4039         {
4040                 if (cl_locs_show.integer)
4041                 {
4042                         R_DrawLocs();
4043                         if (r_timereport_active)
4044                                 R_TimeReport("showlocs");
4045                 }
4046
4047                 if (r_drawportals.integer)
4048                 {
4049                         R_DrawPortals();
4050                         if (r_timereport_active)
4051                                 R_TimeReport("portals");
4052                 }
4053
4054                 if (r_showbboxes.value > 0)
4055                 {
4056                         R_DrawEntityBBoxes();
4057                         if (r_timereport_active)
4058                                 R_TimeReport("bboxes");
4059                 }
4060         }
4061
4062         R_SetupGenericShader(true);
4063         R_MeshQueue_RenderTransparent();
4064         if (r_timereport_active)
4065                 R_TimeReport("drawtrans");
4066
4067         R_SetupGenericShader(true);
4068
4069         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))
4070         {
4071                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4072                 if (r_timereport_active)
4073                         R_TimeReport("worlddebug");
4074                 R_DrawModelsDebug();
4075                 if (r_timereport_active)
4076                         R_TimeReport("modeldebug");
4077         }
4078
4079         R_SetupGenericShader(true);
4080
4081         if (cl.csqc_vidvars.drawworld)
4082         {
4083                 R_DrawCoronas();
4084                 if (r_timereport_active)
4085                         R_TimeReport("coronas");
4086         }
4087
4088         // don't let sound skip if going slow
4089         if (r_refdef.scene.extraupdate)
4090                 S_ExtraUpdate ();
4091
4092         R_ResetViewRendering2D();
4093 }
4094
4095 static const unsigned short bboxelements[36] =
4096 {
4097         5, 1, 3, 5, 3, 7,
4098         6, 2, 0, 6, 0, 4,
4099         7, 3, 2, 7, 2, 6,
4100         4, 0, 1, 4, 1, 5,
4101         4, 5, 7, 4, 7, 6,
4102         1, 0, 2, 1, 2, 3,
4103 };
4104
4105 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4106 {
4107         int i;
4108         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4109         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4110         GL_DepthMask(false);
4111         GL_DepthRange(0, 1);
4112         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4113         R_Mesh_Matrix(&identitymatrix);
4114         R_Mesh_ResetTextureState();
4115
4116         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4117         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4118         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4119         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4120         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4121         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4122         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4123         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4124         R_FillColors(color4f, 8, cr, cg, cb, ca);
4125         if (r_refdef.fogenabled)
4126         {
4127                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4128                 {
4129                         f1 = FogPoint_World(v);
4130                         f2 = 1 - f1;
4131                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4132                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4133                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4134                 }
4135         }
4136         R_Mesh_VertexPointer(vertex3f, 0, 0);
4137         R_Mesh_ColorPointer(color4f, 0, 0);
4138         R_Mesh_ResetTextureState();
4139         R_SetupGenericShader(false);
4140         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4141 }
4142
4143 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4144 {
4145         int i;
4146         float color[4];
4147         prvm_edict_t *edict;
4148         prvm_prog_t *prog_save = prog;
4149
4150         // this function draws bounding boxes of server entities
4151         if (!sv.active)
4152                 return;
4153
4154         GL_CullFace(GL_NONE);
4155         R_SetupGenericShader(false);
4156
4157         prog = 0;
4158         SV_VM_Begin();
4159         for (i = 0;i < numsurfaces;i++)
4160         {
4161                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4162                 switch ((int)edict->fields.server->solid)
4163                 {
4164                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4165                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4166                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4167                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4168                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4169                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4170                 }
4171                 color[3] *= r_showbboxes.value;
4172                 color[3] = bound(0, color[3], 1);
4173                 GL_DepthTest(!r_showdisabledepthtest.integer);
4174                 GL_CullFace(r_refdef.view.cullface_front);
4175                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4176         }
4177         SV_VM_End();
4178         prog = prog_save;
4179 }
4180
4181 static void R_DrawEntityBBoxes(void)
4182 {
4183         int i;
4184         prvm_edict_t *edict;
4185         vec3_t center;
4186         prvm_prog_t *prog_save = prog;
4187
4188         // this function draws bounding boxes of server entities
4189         if (!sv.active)
4190                 return;
4191
4192         prog = 0;
4193         SV_VM_Begin();
4194         for (i = 0;i < prog->num_edicts;i++)
4195         {
4196                 edict = PRVM_EDICT_NUM(i);
4197                 if (edict->priv.server->free)
4198                         continue;
4199                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4200                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4201                         continue;
4202                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4203                         continue;
4204                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4205                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4206         }
4207         SV_VM_End();
4208         prog = prog_save;
4209 }
4210
4211 unsigned short nomodelelements[24] =
4212 {
4213         5, 2, 0,
4214         5, 1, 2,
4215         5, 0, 3,
4216         5, 3, 1,
4217         0, 2, 4,
4218         2, 1, 4,
4219         3, 0, 4,
4220         1, 3, 4
4221 };
4222
4223 float nomodelvertex3f[6*3] =
4224 {
4225         -16,   0,   0,
4226          16,   0,   0,
4227           0, -16,   0,
4228           0,  16,   0,
4229           0,   0, -16,
4230           0,   0,  16
4231 };
4232
4233 float nomodelcolor4f[6*4] =
4234 {
4235         0.0f, 0.0f, 0.5f, 1.0f,
4236         0.0f, 0.0f, 0.5f, 1.0f,
4237         0.0f, 0.5f, 0.0f, 1.0f,
4238         0.0f, 0.5f, 0.0f, 1.0f,
4239         0.5f, 0.0f, 0.0f, 1.0f,
4240         0.5f, 0.0f, 0.0f, 1.0f
4241 };
4242
4243 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4244 {
4245         int i;
4246         float f1, f2, *c;
4247         float color4f[6*4];
4248         // this is only called once per entity so numsurfaces is always 1, and
4249         // surfacelist is always {0}, so this code does not handle batches
4250         R_Mesh_Matrix(&ent->matrix);
4251
4252         if (ent->flags & EF_ADDITIVE)
4253         {
4254                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4255                 GL_DepthMask(false);
4256         }
4257         else if (ent->alpha < 1)
4258         {
4259                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4260                 GL_DepthMask(false);
4261         }
4262         else
4263         {
4264                 GL_BlendFunc(GL_ONE, GL_ZERO);
4265                 GL_DepthMask(true);
4266         }
4267         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4268         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4269         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4270         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4271         R_SetupGenericShader(false);
4272         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4273         if (r_refdef.fogenabled)
4274         {
4275                 vec3_t org;
4276                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4277                 R_Mesh_ColorPointer(color4f, 0, 0);
4278                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4279                 f1 = FogPoint_World(org);
4280                 f2 = 1 - f1;
4281                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4282                 {
4283                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4284                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4285                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4286                         c[3] *= ent->alpha;
4287                 }
4288         }
4289         else if (ent->alpha != 1)
4290         {
4291                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4292                 R_Mesh_ColorPointer(color4f, 0, 0);
4293                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4294                         c[3] *= ent->alpha;
4295         }
4296         else
4297                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4298         R_Mesh_ResetTextureState();
4299         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4300 }
4301
4302 void R_DrawNoModel(entity_render_t *ent)
4303 {
4304         vec3_t org;
4305         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4306         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4307                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4308         //else
4309         //      R_DrawNoModelCallback(ent, 0);
4310 }
4311
4312 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4313 {
4314         vec3_t right1, right2, diff, normal;
4315
4316         VectorSubtract (org2, org1, normal);
4317
4318         // calculate 'right' vector for start
4319         VectorSubtract (r_refdef.view.origin, org1, diff);
4320         CrossProduct (normal, diff, right1);
4321         VectorNormalize (right1);
4322
4323         // calculate 'right' vector for end
4324         VectorSubtract (r_refdef.view.origin, org2, diff);
4325         CrossProduct (normal, diff, right2);
4326         VectorNormalize (right2);
4327
4328         vert[ 0] = org1[0] + width * right1[0];
4329         vert[ 1] = org1[1] + width * right1[1];
4330         vert[ 2] = org1[2] + width * right1[2];
4331         vert[ 3] = org1[0] - width * right1[0];
4332         vert[ 4] = org1[1] - width * right1[1];
4333         vert[ 5] = org1[2] - width * right1[2];
4334         vert[ 6] = org2[0] - width * right2[0];
4335         vert[ 7] = org2[1] - width * right2[1];
4336         vert[ 8] = org2[2] - width * right2[2];
4337         vert[ 9] = org2[0] + width * right2[0];
4338         vert[10] = org2[1] + width * right2[1];
4339         vert[11] = org2[2] + width * right2[2];
4340 }
4341
4342 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4343
4344 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4345 {
4346         float fog = 1.0f;
4347         float vertex3f[12];
4348
4349         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4350                 fog = FogPoint_World(origin);
4351
4352         R_Mesh_Matrix(&identitymatrix);
4353         GL_BlendFunc(blendfunc1, blendfunc2);
4354
4355         if(v_flipped_state)
4356         {
4357                 scalex1 = -scalex1;
4358                 scalex2 = -scalex2;
4359                 GL_CullFace(r_refdef.view.cullface_front);
4360         }
4361         else
4362                 GL_CullFace(r_refdef.view.cullface_back);
4363         GL_CullFace(GL_NONE);
4364
4365         GL_DepthMask(false);
4366         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4367         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4368         GL_DepthTest(!depthdisable);
4369
4370         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4371         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4372         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4373         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4374         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4375         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4376         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4377         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4378         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4379         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4380         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4381         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4382
4383         R_Mesh_VertexPointer(vertex3f, 0, 0);
4384         R_Mesh_ColorPointer(NULL, 0, 0);
4385         R_Mesh_ResetTextureState();
4386         R_SetupGenericShader(true);
4387         R_Mesh_TexBind(0, R_GetTexture(texture));
4388         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4389         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4390         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4391         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4392
4393         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4394         {
4395                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4396                 GL_BlendFunc(blendfunc1, GL_ONE);
4397                 fog = 1 - fog;
4398                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4399                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4400         }
4401 }
4402
4403 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4404 {
4405         int i;
4406         float *vertex3f;
4407         float v[3];
4408         VectorSet(v, x, y, z);
4409         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4410                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4411                         break;
4412         if (i == mesh->numvertices)
4413         {
4414                 if (mesh->numvertices < mesh->maxvertices)
4415                 {
4416                         VectorCopy(v, vertex3f);
4417                         mesh->numvertices++;
4418                 }
4419                 return mesh->numvertices;
4420         }
4421         else
4422                 return i;
4423 }
4424
4425 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4426 {
4427         int i;
4428         int *e, element[3];
4429         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4430         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4431         e = mesh->element3i + mesh->numtriangles * 3;
4432         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4433         {
4434                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4435                 if (mesh->numtriangles < mesh->maxtriangles)
4436                 {
4437                         *e++ = element[0];
4438                         *e++ = element[1];
4439                         *e++ = element[2];
4440                         mesh->numtriangles++;
4441                 }
4442                 element[1] = element[2];
4443         }
4444 }
4445
4446 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4447 {
4448         int i;
4449         int *e, element[3];
4450         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4451         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4452         e = mesh->element3i + mesh->numtriangles * 3;
4453         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4454         {
4455                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4456                 if (mesh->numtriangles < mesh->maxtriangles)
4457                 {
4458                         *e++ = element[0];
4459                         *e++ = element[1];
4460                         *e++ = element[2];
4461                         mesh->numtriangles++;
4462                 }
4463                 element[1] = element[2];
4464         }
4465 }
4466
4467 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4468 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4469 {
4470         int planenum, planenum2;
4471         int w;
4472         int tempnumpoints;
4473         mplane_t *plane, *plane2;
4474         double maxdist;
4475         double temppoints[2][256*3];
4476         // figure out how large a bounding box we need to properly compute this brush
4477         maxdist = 0;
4478         for (w = 0;w < numplanes;w++)
4479                 maxdist = max(maxdist, planes[w].dist);
4480         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4481         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4482         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4483         {
4484                 w = 0;
4485                 tempnumpoints = 4;
4486                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4487                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4488                 {
4489                         if (planenum2 == planenum)
4490                                 continue;
4491                         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);
4492                         w = !w;
4493                 }
4494                 if (tempnumpoints < 3)
4495                         continue;
4496                 // generate elements forming a triangle fan for this polygon
4497                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4498         }
4499 }
4500
4501 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)
4502 {
4503         texturelayer_t *layer;
4504         layer = t->currentlayers + t->currentnumlayers++;
4505         layer->type = type;
4506         layer->depthmask = depthmask;
4507         layer->blendfunc1 = blendfunc1;
4508         layer->blendfunc2 = blendfunc2;
4509         layer->texture = texture;
4510         layer->texmatrix = *matrix;
4511         layer->color[0] = r * r_refdef.view.colorscale;
4512         layer->color[1] = g * r_refdef.view.colorscale;
4513         layer->color[2] = b * r_refdef.view.colorscale;
4514         layer->color[3] = a;
4515 }
4516
4517 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4518 {
4519         double index, f;
4520         index = parms[2] + r_refdef.scene.time * parms[3];
4521         index -= floor(index);
4522         switch (func)
4523         {
4524         default:
4525         case Q3WAVEFUNC_NONE:
4526         case Q3WAVEFUNC_NOISE:
4527         case Q3WAVEFUNC_COUNT:
4528                 f = 0;
4529                 break;
4530         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4531         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4532         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4533         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4534         case Q3WAVEFUNC_TRIANGLE:
4535                 index *= 4;
4536                 f = index - floor(index);
4537                 if (index < 1)
4538                         f = f;
4539                 else if (index < 2)
4540                         f = 1 - f;
4541                 else if (index < 3)
4542                         f = -f;
4543                 else
4544                         f = -(1 - f);
4545                 break;
4546         }
4547         return (float)(parms[0] + parms[1] * f);
4548 }
4549
4550 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4551 {
4552         int w, h, idx;
4553         int i;
4554         dp_model_t *model = ent->model;
4555         float f;
4556         float tcmat[12];
4557         q3shaderinfo_layer_tcmod_t *tcmod;
4558
4559         if (t->basematerialflags & MATERIALFLAG_NODRAW)
4560         {
4561                 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4562                 return;
4563         }
4564
4565         // switch to an alternate material if this is a q1bsp animated material
4566         {
4567                 texture_t *texture = t;
4568                 int s = ent->skinnum;
4569                 if ((unsigned int)s >= (unsigned int)model->numskins)
4570                         s = 0;
4571                 if (model->skinscenes)
4572                 {
4573                         if (model->skinscenes[s].framecount > 1)
4574                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4575                         else
4576                                 s = model->skinscenes[s].firstframe;
4577                 }
4578                 if (s > 0)
4579                         t = t + s * model->num_surfaces;
4580                 if (t->animated)
4581                 {
4582                         // use an alternate animation if the entity's frame is not 0,
4583                         // and only if the texture has an alternate animation
4584                         if (ent->frame2 != 0 && t->anim_total[1])
4585                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4586                         else
4587                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4588                 }
4589                 texture->currentframe = t;
4590         }
4591
4592         // update currentskinframe to be a qw skin or animation frame
4593         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4594         {
4595                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4596                 {
4597                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4598                         if (developer_loading.integer)
4599                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4600                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4601                 }
4602                 t->currentskinframe = r_qwskincache_skinframe[i];
4603                 if (t->currentskinframe == NULL)
4604                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4605         }
4606         else if (t->numskinframes >= 2)
4607                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4608         if (t->backgroundnumskinframes >= 2)
4609                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4610
4611         t->currentmaterialflags = t->basematerialflags;
4612         t->currentalpha = ent->alpha;
4613         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4614                 t->currentalpha *= r_wateralpha.value;
4615         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4616                 t->currentalpha *= t->r_water_wateralpha;
4617         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4618                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4619         if (!(ent->flags & RENDER_LIGHT))
4620                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4621         else if (rsurface.modeltexcoordlightmap2f == NULL)
4622         {
4623                 // pick a model lighting mode
4624                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4625                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4626                 else
4627                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4628         }
4629         if (ent->effects & EF_ADDITIVE)
4630                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4631         else if (t->currentalpha < 1)
4632                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4633         if (ent->effects & EF_DOUBLESIDED)
4634                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4635         if (ent->effects & EF_NODEPTHTEST)
4636                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4637         if (ent->flags & RENDER_VIEWMODEL)
4638                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4639         if (t->backgroundnumskinframes)
4640                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4641         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4642         {
4643                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4644                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4645         }
4646         else
4647                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4648
4649         // there is no tcmod
4650         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4651                 t->currenttexmatrix = r_waterscrollmatrix;
4652
4653         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4654         {
4655                 matrix4x4_t matrix;
4656                 switch(tcmod->tcmod)
4657                 {
4658                 case Q3TCMOD_COUNT:
4659                 case Q3TCMOD_NONE:
4660                         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4661                                 matrix = r_waterscrollmatrix;
4662                         else
4663                                 matrix = identitymatrix;
4664                         break;
4665                 case Q3TCMOD_ENTITYTRANSLATE:
4666                         // this is used in Q3 to allow the gamecode to control texcoord
4667                         // scrolling on the entity, which is not supported in darkplaces yet.
4668                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4669                         break;
4670                 case Q3TCMOD_ROTATE:
4671                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4672                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4673                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4674                         break;
4675                 case Q3TCMOD_SCALE:
4676                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4677                         break;
4678                 case Q3TCMOD_SCROLL:
4679                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4680                         break;
4681                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4682                         w = (int) tcmod->parms[0];
4683                         h = (int) tcmod->parms[1];
4684                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4685                         f = f - floor(f);
4686                         idx = (int) floor(f * w * h);
4687                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4688                         break;
4689                 case Q3TCMOD_STRETCH:
4690                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4691                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4692                         break;
4693                 case Q3TCMOD_TRANSFORM:
4694                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4695                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4696                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4697                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4698                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4699                         break;
4700                 case Q3TCMOD_TURBULENT:
4701                         // this is handled in the RSurf_PrepareVertices function
4702                         matrix = identitymatrix;
4703                         break;
4704                 }
4705                 // either replace or concatenate the transformation
4706                 if (i < 1)
4707                         t->currenttexmatrix = matrix;
4708                 else
4709                 {
4710                         matrix4x4_t temp = t->currenttexmatrix;
4711                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4712                 }
4713         }
4714
4715         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4716         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4717         t->glosstexture = r_texture_black;
4718         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4719         t->backgroundglosstexture = r_texture_black;
4720         t->specularpower = r_shadow_glossexponent.value;
4721         // TODO: store reference values for these in the texture?
4722         t->specularscale = 0;
4723         if (r_shadow_gloss.integer > 0)
4724         {
4725                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4726                 {
4727                         if (r_shadow_glossintensity.value > 0)
4728                         {
4729                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4730                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4731                                 t->specularscale = r_shadow_glossintensity.value;
4732                         }
4733                 }
4734                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4735                 {
4736                         t->glosstexture = r_texture_white;
4737                         t->backgroundglosstexture = r_texture_white;
4738                         t->specularscale = r_shadow_gloss2intensity.value;
4739                 }
4740         }
4741
4742         // lightmaps mode looks bad with dlights using actual texturing, so turn
4743         // off the colormap and glossmap, but leave the normalmap on as it still
4744         // accurately represents the shading involved
4745         if (gl_lightmaps.integer)
4746         {
4747                 t->basetexture = r_texture_grey128;
4748                 t->backgroundbasetexture = NULL;
4749                 t->specularscale = 0;
4750                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4751         }
4752
4753         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4754         VectorClear(t->dlightcolor);
4755         t->currentnumlayers = 0;
4756         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4757         {
4758                 int layerflags = 0;
4759                 int blendfunc1, blendfunc2, depthmask;
4760                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4761                 {
4762                         blendfunc1 = GL_SRC_ALPHA;
4763                         blendfunc2 = GL_ONE;
4764                 }
4765                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4766                 {
4767                         blendfunc1 = GL_SRC_ALPHA;
4768                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4769                 }
4770                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4771                 {
4772                         blendfunc1 = t->customblendfunc[0];
4773                         blendfunc2 = t->customblendfunc[1];
4774                 }
4775                 else
4776                 {
4777                         blendfunc1 = GL_ONE;
4778                         blendfunc2 = GL_ZERO;
4779                 }
4780                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4781                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4782                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4783                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4784                 {
4785                         // fullbright is not affected by r_refdef.lightmapintensity
4786                         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]);
4787                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4788                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4789                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4790                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4791                 }
4792                 else
4793                 {
4794                         vec3_t ambientcolor;
4795                         float colorscale;
4796                         // set the color tint used for lights affecting this surface
4797                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4798                         colorscale = 2;
4799                         // q3bsp has no lightmap updates, so the lightstylevalue that
4800                         // would normally be baked into the lightmap must be
4801                         // applied to the color
4802                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4803                         if (ent->model->type == mod_brushq3)
4804                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4805                         colorscale *= r_refdef.lightmapintensity;
4806                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4807                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4808                         // basic lit geometry
4809                         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]);
4810                         // add pants/shirt if needed
4811                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4812                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4813                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4814                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4815                         // now add ambient passes if needed
4816                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4817                         {
4818                                 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]);
4819                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4820                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4821                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4822                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4823                         }
4824                 }
4825                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4826                         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]);
4827                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4828                 {
4829                         // if this is opaque use alpha blend which will darken the earlier
4830                         // passes cheaply.
4831                         //
4832                         // if this is an alpha blended material, all the earlier passes
4833                         // were darkened by fog already, so we only need to add the fog
4834                         // color ontop through the fog mask texture
4835                         //
4836                         // if this is an additive blended material, all the earlier passes
4837                         // were darkened by fog already, and we should not add fog color
4838                         // (because the background was not darkened, there is no fog color
4839                         // that was lost behind it).
4840                         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]);
4841                 }
4842         }
4843 }
4844
4845 void R_UpdateAllTextureInfo(entity_render_t *ent)
4846 {
4847         int i;
4848         if (ent->model)
4849                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4850                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4851 }
4852
4853 rsurfacestate_t rsurface;
4854
4855 void R_Mesh_ResizeArrays(int newvertices)
4856 {
4857         float *base;
4858         if (rsurface.array_size >= newvertices)
4859                 return;
4860         if (rsurface.array_modelvertex3f)
4861                 Mem_Free(rsurface.array_modelvertex3f);
4862         rsurface.array_size = (newvertices + 1023) & ~1023;
4863         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4864         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4865         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4866         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4867         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4868         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4869         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4870         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4871         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4872         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4873         rsurface.array_color4f           = base + rsurface.array_size * 27;
4874         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4875 }
4876
4877 void RSurf_ActiveWorldEntity(void)
4878 {
4879         dp_model_t *model = r_refdef.scene.worldmodel;
4880         if (rsurface.array_size < model->surfmesh.num_vertices)
4881                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4882         rsurface.matrix = identitymatrix;
4883         rsurface.inversematrix = identitymatrix;
4884         R_Mesh_Matrix(&identitymatrix);
4885         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4886         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4887         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4888         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4889         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4890         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4891         rsurface.frameblend[0].frame = 0;
4892         rsurface.frameblend[0].lerp = 1;
4893         rsurface.frameblend[1].frame = 0;
4894         rsurface.frameblend[1].lerp = 0;
4895         rsurface.frameblend[2].frame = 0;
4896         rsurface.frameblend[2].lerp = 0;
4897         rsurface.frameblend[3].frame = 0;
4898         rsurface.frameblend[3].lerp = 0;
4899         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4900         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4901         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4902         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4903         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4904         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4905         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4906         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4907         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4908         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4909         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4910         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4911         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4912         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4913         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4914         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4915         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4916         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4917         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4918         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4919         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4920         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4921         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4922         rsurface.modelelement3i = model->surfmesh.data_element3i;
4923         rsurface.modelelement3s = model->surfmesh.data_element3s;
4924         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4925         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4926         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4927         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4928         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4929         rsurface.modelsurfaces = model->data_surfaces;
4930         rsurface.generatedvertex = false;
4931         rsurface.vertex3f  = rsurface.modelvertex3f;
4932         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4933         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4934         rsurface.svector3f = rsurface.modelsvector3f;
4935         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4936         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4937         rsurface.tvector3f = rsurface.modeltvector3f;
4938         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4939         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4940         rsurface.normal3f  = rsurface.modelnormal3f;
4941         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4942         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4943         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4944 }
4945
4946 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4947 {
4948         dp_model_t *model = ent->model;
4949         if (rsurface.array_size < model->surfmesh.num_vertices)
4950                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4951         rsurface.matrix = ent->matrix;
4952         rsurface.inversematrix = ent->inversematrix;
4953         R_Mesh_Matrix(&rsurface.matrix);
4954         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4955         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4956         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4957         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4958         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4959         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4960         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4961         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4962         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4963         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4964         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4965         rsurface.frameblend[0] = ent->frameblend[0];
4966         rsurface.frameblend[1] = ent->frameblend[1];
4967         rsurface.frameblend[2] = ent->frameblend[2];
4968         rsurface.frameblend[3] = ent->frameblend[3];
4969         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4970         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4971         if (ent->model->brush.submodel)
4972         {
4973                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4974                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4975         }
4976         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4977         {
4978                 if (wanttangents)
4979                 {
4980                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4981                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4982                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4983                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4984                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4985                 }
4986                 else if (wantnormals)
4987                 {
4988                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4989                         rsurface.modelsvector3f = NULL;
4990                         rsurface.modeltvector3f = NULL;
4991                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4992                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4993                 }
4994                 else
4995                 {
4996                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4997                         rsurface.modelsvector3f = NULL;
4998                         rsurface.modeltvector3f = NULL;
4999                         rsurface.modelnormal3f = NULL;
5000                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5001                 }
5002                 rsurface.modelvertex3f_bufferobject = 0;
5003                 rsurface.modelvertex3f_bufferoffset = 0;
5004                 rsurface.modelsvector3f_bufferobject = 0;
5005                 rsurface.modelsvector3f_bufferoffset = 0;
5006                 rsurface.modeltvector3f_bufferobject = 0;
5007                 rsurface.modeltvector3f_bufferoffset = 0;
5008                 rsurface.modelnormal3f_bufferobject = 0;
5009                 rsurface.modelnormal3f_bufferoffset = 0;
5010                 rsurface.generatedvertex = true;
5011         }
5012         else
5013         {
5014                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5015                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5016                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5017                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5018                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5019                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5020                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5021                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5022                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5023                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5024                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5025                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5026                 rsurface.generatedvertex = false;
5027         }
5028         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5029         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5030         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5031         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5032         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5033         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5034         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5035         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5036         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5037         rsurface.modelelement3i = model->surfmesh.data_element3i;
5038         rsurface.modelelement3s = model->surfmesh.data_element3s;
5039         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5040         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5041         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5042         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5043         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5044         rsurface.modelsurfaces = model->data_surfaces;
5045         rsurface.vertex3f  = rsurface.modelvertex3f;
5046         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5047         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5048         rsurface.svector3f = rsurface.modelsvector3f;
5049         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5050         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5051         rsurface.tvector3f = rsurface.modeltvector3f;
5052         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5053         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5054         rsurface.normal3f  = rsurface.modelnormal3f;
5055         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5056         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5057         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5058 }
5059
5060 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5061 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5062 {
5063         int deformindex;
5064         int texturesurfaceindex;
5065         int i, j;
5066         float amplitude;
5067         float animpos;
5068         float scale;
5069         const float *v1, *in_tc;
5070         float *out_tc;
5071         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5072         float waveparms[4];
5073         q3shaderinfo_deform_t *deform;
5074         // 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
5075         if (rsurface.generatedvertex)
5076         {
5077                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5078                         generatenormals = true;
5079                 for (i = 0;i < Q3MAXDEFORMS;i++)
5080                 {
5081                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5082                         {
5083                                 generatetangents = true;
5084                                 generatenormals = true;
5085                         }
5086                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5087                                 generatenormals = true;
5088                 }
5089                 if (generatenormals && !rsurface.modelnormal3f)
5090                 {
5091                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5092                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5093                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5094                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5095                 }
5096                 if (generatetangents && !rsurface.modelsvector3f)
5097                 {
5098                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5099                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5100                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5101                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5102                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5103                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5104                         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);
5105                 }
5106         }
5107         rsurface.vertex3f  = rsurface.modelvertex3f;
5108         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5109         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5110         rsurface.svector3f = rsurface.modelsvector3f;
5111         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5112         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5113         rsurface.tvector3f = rsurface.modeltvector3f;
5114         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5115         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5116         rsurface.normal3f  = rsurface.modelnormal3f;
5117         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5118         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5119         // if vertices are deformed (sprite flares and things in maps, possibly
5120         // water waves, bulges and other deformations), generate them into
5121         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5122         // (may be static model data or generated data for an animated model, or
5123         //  the previous deform pass)
5124         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5125         {
5126                 switch (deform->deform)
5127                 {
5128                 default:
5129                 case Q3DEFORM_PROJECTIONSHADOW:
5130                 case Q3DEFORM_TEXT0:
5131                 case Q3DEFORM_TEXT1:
5132                 case Q3DEFORM_TEXT2:
5133                 case Q3DEFORM_TEXT3:
5134                 case Q3DEFORM_TEXT4:
5135                 case Q3DEFORM_TEXT5:
5136                 case Q3DEFORM_TEXT6:
5137                 case Q3DEFORM_TEXT7:
5138                 case Q3DEFORM_NONE:
5139                         break;
5140                 case Q3DEFORM_AUTOSPRITE:
5141                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5142                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5143                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5144                         VectorNormalize(newforward);
5145                         VectorNormalize(newright);
5146                         VectorNormalize(newup);
5147                         // make deformed versions of only the model vertices used by the specified surfaces
5148                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5149                         {
5150                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5151                                 // a single autosprite surface can contain multiple sprites...
5152                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5153                                 {
5154                                         VectorClear(center);
5155                                         for (i = 0;i < 4;i++)
5156                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5157                                         VectorScale(center, 0.25f, center);
5158                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5159                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5160                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5161                                         for (i = 0;i < 4;i++)
5162                                         {
5163                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5164                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5165                                         }
5166                                 }
5167                                 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);
5168                                 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);
5169                         }
5170                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5171                         rsurface.vertex3f_bufferobject = 0;
5172                         rsurface.vertex3f_bufferoffset = 0;
5173                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5174                         rsurface.svector3f_bufferobject = 0;
5175                         rsurface.svector3f_bufferoffset = 0;
5176                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5177                         rsurface.tvector3f_bufferobject = 0;
5178                         rsurface.tvector3f_bufferoffset = 0;
5179                         rsurface.normal3f = rsurface.array_deformednormal3f;
5180                         rsurface.normal3f_bufferobject = 0;
5181                         rsurface.normal3f_bufferoffset = 0;
5182                         break;
5183                 case Q3DEFORM_AUTOSPRITE2:
5184                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5185                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5186                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5187                         VectorNormalize(newforward);
5188                         VectorNormalize(newright);
5189                         VectorNormalize(newup);
5190                         // make deformed versions of only the model vertices used by the specified surfaces
5191                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5192                         {
5193                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5194                                 const float *v1, *v2;
5195                                 vec3_t start, end;
5196                                 float f, l;
5197                                 struct
5198                                 {
5199                                         float length2;
5200                                         const float *v1;
5201                                         const float *v2;
5202                                 }
5203                                 shortest[2];
5204                                 memset(shortest, 0, sizeof(shortest));
5205                                 // a single autosprite surface can contain multiple sprites...
5206                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5207                                 {
5208                                         VectorClear(center);
5209                                         for (i = 0;i < 4;i++)
5210                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5211                                         VectorScale(center, 0.25f, center);
5212                                         // find the two shortest edges, then use them to define the
5213                                         // axis vectors for rotating around the central axis
5214                                         for (i = 0;i < 6;i++)
5215                                         {
5216                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5217                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5218 #if 0
5219                                                 Debug_PolygonBegin(NULL, 0);
5220                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5221                                                 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);
5222                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5223                                                 Debug_PolygonEnd();
5224 #endif
5225                                                 l = VectorDistance2(v1, v2);
5226                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5227                                                 if (v1[2] != v2[2])
5228                                                         l += (1.0f / 1024.0f);
5229                                                 if (shortest[0].length2 > l || i == 0)
5230                                                 {
5231                                                         shortest[1] = shortest[0];
5232                                                         shortest[0].length2 = l;
5233                                                         shortest[0].v1 = v1;
5234                                                         shortest[0].v2 = v2;
5235                                                 }
5236                                                 else if (shortest[1].length2 > l || i == 1)
5237                                                 {
5238                                                         shortest[1].length2 = l;
5239                                                         shortest[1].v1 = v1;
5240                                                         shortest[1].v2 = v2;
5241                                                 }
5242                                         }
5243                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5244                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5245 #if 0
5246                                         Debug_PolygonBegin(NULL, 0);
5247                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5248                                         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);
5249                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5250                                         Debug_PolygonEnd();
5251 #endif
5252                                         // this calculates the right vector from the shortest edge
5253                                         // and the up vector from the edge midpoints
5254                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5255                                         VectorNormalize(right);
5256                                         VectorSubtract(end, start, up);
5257                                         VectorNormalize(up);
5258                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5259                                         //VectorSubtract(rsurface.modelorg, center, forward);
5260                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5261                                         VectorNegate(forward, forward);
5262                                         VectorReflect(forward, 0, up, forward);
5263                                         VectorNormalize(forward);
5264                                         CrossProduct(up, forward, newright);
5265                                         VectorNormalize(newright);
5266 #if 0
5267                                         Debug_PolygonBegin(NULL, 0);
5268                                         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);
5269                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5270                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5271                                         Debug_PolygonEnd();
5272 #endif
5273 #if 0
5274                                         Debug_PolygonBegin(NULL, 0);
5275                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5276                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5277                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5278                                         Debug_PolygonEnd();
5279 #endif
5280                                         // rotate the quad around the up axis vector, this is made
5281                                         // especially easy by the fact we know the quad is flat,
5282                                         // so we only have to subtract the center position and
5283                                         // measure distance along the right vector, and then
5284                                         // multiply that by the newright vector and add back the
5285                                         // center position
5286                                         // we also need to subtract the old position to undo the
5287                                         // displacement from the center, which we do with a
5288                                         // DotProduct, the subtraction/addition of center is also
5289                                         // optimized into DotProducts here
5290                                         l = DotProduct(right, center);
5291                                         for (i = 0;i < 4;i++)
5292                                         {
5293                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5294                                                 f = DotProduct(right, v1) - l;
5295                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5296                                         }
5297                                 }
5298                                 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);
5299                                 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);
5300                         }
5301                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5302                         rsurface.vertex3f_bufferobject = 0;
5303                         rsurface.vertex3f_bufferoffset = 0;
5304                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5305                         rsurface.svector3f_bufferobject = 0;
5306                         rsurface.svector3f_bufferoffset = 0;
5307                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5308                         rsurface.tvector3f_bufferobject = 0;
5309                         rsurface.tvector3f_bufferoffset = 0;
5310                         rsurface.normal3f = rsurface.array_deformednormal3f;
5311                         rsurface.normal3f_bufferobject = 0;
5312                         rsurface.normal3f_bufferoffset = 0;
5313                         break;
5314                 case Q3DEFORM_NORMAL:
5315                         // deform the normals to make reflections wavey
5316                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5317                         {
5318                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5319                                 for (j = 0;j < surface->num_vertices;j++)
5320                                 {
5321                                         float vertex[3];
5322                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5323                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5324                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5325                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5326                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5327                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5328                                         VectorNormalize(normal);
5329                                 }
5330                                 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);
5331                         }
5332                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5333                         rsurface.svector3f_bufferobject = 0;
5334                         rsurface.svector3f_bufferoffset = 0;
5335                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5336                         rsurface.tvector3f_bufferobject = 0;
5337                         rsurface.tvector3f_bufferoffset = 0;
5338                         rsurface.normal3f = rsurface.array_deformednormal3f;
5339                         rsurface.normal3f_bufferobject = 0;
5340                         rsurface.normal3f_bufferoffset = 0;
5341                         break;
5342                 case Q3DEFORM_WAVE:
5343                         // deform vertex array to make wavey water and flags and such
5344                         waveparms[0] = deform->waveparms[0];
5345                         waveparms[1] = deform->waveparms[1];
5346                         waveparms[2] = deform->waveparms[2];
5347                         waveparms[3] = deform->waveparms[3];
5348                         // this is how a divisor of vertex influence on deformation
5349                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5350                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5351                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5352                         {
5353                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5354                                 for (j = 0;j < surface->num_vertices;j++)
5355                                 {
5356                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5357                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5358                                         // if the wavefunc depends on time, evaluate it per-vertex
5359                                         if (waveparms[3])
5360                                         {
5361                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5362                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5363                                         }
5364                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5365                                 }
5366                         }
5367                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5368                         rsurface.vertex3f_bufferobject = 0;
5369                         rsurface.vertex3f_bufferoffset = 0;
5370                         break;
5371                 case Q3DEFORM_BULGE:
5372                         // deform vertex array to make the surface have moving bulges
5373                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5374                         {
5375                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5376                                 for (j = 0;j < surface->num_vertices;j++)
5377                                 {
5378                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5379                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5380                                 }
5381                         }
5382                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5383                         rsurface.vertex3f_bufferobject = 0;
5384                         rsurface.vertex3f_bufferoffset = 0;
5385                         break;
5386                 case Q3DEFORM_MOVE:
5387                         // deform vertex array
5388                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5389                         VectorScale(deform->parms, scale, waveparms);
5390                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5391                         {
5392                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5393                                 for (j = 0;j < surface->num_vertices;j++)
5394                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5395                         }
5396                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5397                         rsurface.vertex3f_bufferobject = 0;
5398                         rsurface.vertex3f_bufferoffset = 0;
5399                         break;
5400                 }
5401         }
5402         // generate texcoords based on the chosen texcoord source
5403         switch(rsurface.texture->tcgen.tcgen)
5404         {
5405         default:
5406         case Q3TCGEN_TEXTURE:
5407                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5408                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5409                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5410                 break;
5411         case Q3TCGEN_LIGHTMAP:
5412                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5413                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5414                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5415                 break;
5416         case Q3TCGEN_VECTOR:
5417                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5418                 {
5419                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5420                         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)
5421                         {
5422                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5423                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5424                         }
5425                 }
5426                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5427                 rsurface.texcoordtexture2f_bufferobject  = 0;
5428                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5429                 break;
5430         case Q3TCGEN_ENVIRONMENT:
5431                 // make environment reflections using a spheremap
5432                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5433                 {
5434                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5435                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5436                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5437                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5438                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5439                         {
5440                                 float l, d, eyedir[3];
5441                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5442                                 l = 0.5f / VectorLength(eyedir);
5443                                 d = DotProduct(normal, eyedir)*2;
5444                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5445                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5446                         }
5447                 }
5448                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5449                 rsurface.texcoordtexture2f_bufferobject  = 0;
5450                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5451                 break;
5452         }
5453         // the only tcmod that needs software vertex processing is turbulent, so
5454         // check for it here and apply the changes if needed
5455         // and we only support that as the first one
5456         // (handling a mixture of turbulent and other tcmods would be problematic
5457         //  without punting it entirely to a software path)
5458         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5459         {
5460                 amplitude = rsurface.texture->tcmods[0].parms[1];
5461                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5462                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5463                 {
5464                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5465                         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)
5466                         {
5467                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5468                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5469                         }
5470                 }
5471                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5472                 rsurface.texcoordtexture2f_bufferobject  = 0;
5473                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5474         }
5475         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5476         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5477         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5478         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5479 }
5480
5481 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5482 {
5483         int i, j;
5484         const msurface_t *surface = texturesurfacelist[0];
5485         const msurface_t *surface2;
5486         int firstvertex;
5487         int endvertex;
5488         int numvertices;
5489         int numtriangles;
5490         // TODO: lock all array ranges before render, rather than on each surface
5491         if (texturenumsurfaces == 1)
5492         {
5493                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5494                 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);
5495         }
5496         else if (r_batchmode.integer == 2)
5497         {
5498                 #define MAXBATCHTRIANGLES 4096
5499                 int batchtriangles = 0;
5500                 int batchelements[MAXBATCHTRIANGLES*3];
5501                 for (i = 0;i < texturenumsurfaces;i = j)
5502                 {
5503                         surface = texturesurfacelist[i];
5504                         j = i + 1;
5505                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5506                         {
5507                                 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);
5508                                 continue;
5509                         }
5510                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5511                         batchtriangles = surface->num_triangles;
5512                         firstvertex = surface->num_firstvertex;
5513                         endvertex = surface->num_firstvertex + surface->num_vertices;
5514                         for (;j < texturenumsurfaces;j++)
5515                         {
5516                                 surface2 = texturesurfacelist[j];
5517                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5518                                         break;
5519                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5520                                 batchtriangles += surface2->num_triangles;
5521                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5522                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5523                         }
5524                         surface2 = texturesurfacelist[j-1];
5525                         numvertices = endvertex - firstvertex;
5526                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5527                 }
5528         }
5529         else if (r_batchmode.integer == 1)
5530         {
5531                 for (i = 0;i < texturenumsurfaces;i = j)
5532                 {
5533                         surface = texturesurfacelist[i];
5534                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5535                                 if (texturesurfacelist[j] != surface2)
5536                                         break;
5537                         surface2 = texturesurfacelist[j-1];
5538                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5539                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5540                         GL_LockArrays(surface->num_firstvertex, numvertices);
5541                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5542                 }
5543         }
5544         else
5545         {
5546                 for (i = 0;i < texturenumsurfaces;i++)
5547                 {
5548                         surface = texturesurfacelist[i];
5549                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5550                         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);
5551                 }
5552         }
5553 }
5554
5555 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5556 {
5557         int i, planeindex, vertexindex;
5558         float d, bestd;
5559         vec3_t vert;
5560         const float *v;
5561         r_waterstate_waterplane_t *p, *bestp;
5562         msurface_t *surface;
5563         if (r_waterstate.renderingscene)
5564                 return;
5565         for (i = 0;i < texturenumsurfaces;i++)
5566         {
5567                 surface = texturesurfacelist[i];
5568                 if (lightmaptexunit >= 0)
5569                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5570                 if (deluxemaptexunit >= 0)
5571                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5572                 // pick the closest matching water plane
5573                 bestd = 0;
5574                 bestp = NULL;
5575                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5576                 {
5577                         d = 0;
5578                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5579                         {
5580                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5581                                 d += fabs(PlaneDiff(vert, &p->plane));
5582                         }
5583                         if (bestd > d || !bestp)
5584                         {
5585                                 bestd = d;
5586                                 bestp = p;
5587                         }
5588                 }
5589                 if (bestp)
5590                 {
5591                         if (refractiontexunit >= 0)
5592                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5593                         if (reflectiontexunit >= 0)
5594                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5595                 }
5596                 else
5597                 {
5598                         if (refractiontexunit >= 0)
5599                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5600                         if (reflectiontexunit >= 0)
5601                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5602                 }
5603                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5604                 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);
5605         }
5606 }
5607
5608 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5609 {
5610         int i;
5611         int j;
5612         const msurface_t *surface = texturesurfacelist[0];
5613         const msurface_t *surface2;
5614         int firstvertex;
5615         int endvertex;
5616         int numvertices;
5617         int numtriangles;
5618         // TODO: lock all array ranges before render, rather than on each surface
5619         if (texturenumsurfaces == 1)
5620         {
5621                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5622                 if (deluxemaptexunit >= 0)
5623                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5624                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5625                 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);
5626         }
5627         else if (r_batchmode.integer == 2)
5628         {
5629                 #define MAXBATCHTRIANGLES 4096
5630                 int batchtriangles = 0;
5631                 int batchelements[MAXBATCHTRIANGLES*3];
5632                 for (i = 0;i < texturenumsurfaces;i = j)
5633                 {
5634                         surface = texturesurfacelist[i];
5635                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5636                         if (deluxemaptexunit >= 0)
5637                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5638                         j = i + 1;
5639                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5640                         {
5641                                 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);
5642                                 continue;
5643                         }
5644                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5645                         batchtriangles = surface->num_triangles;
5646                         firstvertex = surface->num_firstvertex;
5647                         endvertex = surface->num_firstvertex + surface->num_vertices;
5648                         for (;j < texturenumsurfaces;j++)
5649                         {
5650                                 surface2 = texturesurfacelist[j];
5651                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5652                                         break;
5653                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5654                                 batchtriangles += surface2->num_triangles;
5655                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5656                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5657                         }
5658                         surface2 = texturesurfacelist[j-1];
5659                         numvertices = endvertex - firstvertex;
5660                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5661                 }
5662         }
5663         else if (r_batchmode.integer == 1)
5664         {
5665 #if 0
5666                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5667                 for (i = 0;i < texturenumsurfaces;i = j)
5668                 {
5669                         surface = texturesurfacelist[i];
5670                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5671                                 if (texturesurfacelist[j] != surface2)
5672                                         break;
5673                         Con_Printf(" %i", j - i);
5674                 }
5675                 Con_Printf("\n");
5676                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5677 #endif
5678                 for (i = 0;i < texturenumsurfaces;i = j)
5679                 {
5680                         surface = texturesurfacelist[i];
5681                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5682                         if (deluxemaptexunit >= 0)
5683                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5684                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5685                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5686                                         break;
5687 #if 0
5688                         Con_Printf(" %i", j - i);
5689 #endif
5690                         surface2 = texturesurfacelist[j-1];
5691                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5692                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5693                         GL_LockArrays(surface->num_firstvertex, numvertices);
5694                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5695                 }
5696 #if 0
5697                 Con_Printf("\n");
5698 #endif
5699         }
5700         else
5701         {
5702                 for (i = 0;i < texturenumsurfaces;i++)
5703                 {
5704                         surface = texturesurfacelist[i];
5705                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5706                         if (deluxemaptexunit >= 0)
5707                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5708                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5709                         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);
5710                 }
5711         }
5712 }
5713
5714 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5715 {
5716         int j;
5717         int texturesurfaceindex;
5718         if (r_showsurfaces.integer == 2)
5719         {
5720                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5721                 {
5722                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5723                         for (j = 0;j < surface->num_triangles;j++)
5724                         {
5725                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5726                                 GL_Color(f, f, f, 1);
5727                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5728                         }
5729                 }
5730         }
5731         else
5732         {
5733                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5734                 {
5735                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5736                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5737                         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);
5738                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5739                         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);
5740                 }
5741         }
5742 }
5743
5744 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5745 {
5746         int texturesurfaceindex;
5747         int i;
5748         float *v, *c2;
5749         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5750         {
5751                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5752                 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)
5753                 {
5754                         c2[0] = 0.5;
5755                         c2[1] = 0.5;
5756                         c2[2] = 0.5;
5757                         c2[3] = 1;
5758                 }
5759         }
5760         rsurface.lightmapcolor4f = rsurface.array_color4f;
5761         rsurface.lightmapcolor4f_bufferobject = 0;
5762         rsurface.lightmapcolor4f_bufferoffset = 0;
5763 }
5764
5765 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5766 {
5767         int texturesurfaceindex;
5768         int i;
5769         float f;
5770         float *v, *c, *c2;
5771         if (rsurface.lightmapcolor4f)
5772         {
5773                 // generate color arrays for the surfaces in this list
5774                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5775                 {
5776                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5777                         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)
5778                         {
5779                                 f = FogPoint_Model(v);
5780                                 c2[0] = c[0] * f;
5781                                 c2[1] = c[1] * f;
5782                                 c2[2] = c[2] * f;
5783                                 c2[3] = c[3];
5784                         }
5785                 }
5786         }
5787         else
5788         {
5789                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5790                 {
5791                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5792                         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)
5793                         {
5794                                 f = FogPoint_Model(v);
5795                                 c2[0] = f;
5796                                 c2[1] = f;
5797                                 c2[2] = f;
5798                                 c2[3] = 1;
5799                         }
5800                 }
5801         }
5802         rsurface.lightmapcolor4f = rsurface.array_color4f;
5803         rsurface.lightmapcolor4f_bufferobject = 0;
5804         rsurface.lightmapcolor4f_bufferoffset = 0;
5805 }
5806
5807 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5808 {
5809         int texturesurfaceindex;
5810         int i;
5811         float f;
5812         float *v, *c, *c2;
5813         if (!rsurface.lightmapcolor4f)
5814                 return;
5815         // generate color arrays for the surfaces in this list
5816         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5817         {
5818                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5819                 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)
5820                 {
5821                         f = FogPoint_Model(v);
5822                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5823                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5824                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5825                         c2[3] = c[3];
5826                 }
5827         }
5828         rsurface.lightmapcolor4f = rsurface.array_color4f;
5829         rsurface.lightmapcolor4f_bufferobject = 0;
5830         rsurface.lightmapcolor4f_bufferoffset = 0;
5831 }
5832
5833 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5834 {
5835         int texturesurfaceindex;
5836         int i;
5837         float *c, *c2;
5838         if (!rsurface.lightmapcolor4f)
5839                 return;
5840         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5841         {
5842                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5843                 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)
5844                 {
5845                         c2[0] = c[0] * r;
5846                         c2[1] = c[1] * g;
5847                         c2[2] = c[2] * b;
5848                         c2[3] = c[3] * a;
5849                 }
5850         }
5851         rsurface.lightmapcolor4f = rsurface.array_color4f;
5852         rsurface.lightmapcolor4f_bufferobject = 0;
5853         rsurface.lightmapcolor4f_bufferoffset = 0;
5854 }
5855
5856 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5857 {
5858         int texturesurfaceindex;
5859         int i;
5860         float *c, *c2;
5861         if (!rsurface.lightmapcolor4f)
5862                 return;
5863         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5864         {
5865                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5866                 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)
5867                 {
5868                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5869                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5870                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5871                         c2[3] = c[3];
5872                 }
5873         }
5874         rsurface.lightmapcolor4f = rsurface.array_color4f;
5875         rsurface.lightmapcolor4f_bufferobject = 0;
5876         rsurface.lightmapcolor4f_bufferoffset = 0;
5877 }
5878
5879 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5880 {
5881         // TODO: optimize
5882         rsurface.lightmapcolor4f = NULL;
5883         rsurface.lightmapcolor4f_bufferobject = 0;
5884         rsurface.lightmapcolor4f_bufferoffset = 0;
5885         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5886         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5887         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5888         GL_Color(r, g, b, a);
5889         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5890 }
5891
5892 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5893 {
5894         // TODO: optimize applyfog && applycolor case
5895         // just apply fog if necessary, and tint the fog color array if necessary
5896         rsurface.lightmapcolor4f = NULL;
5897         rsurface.lightmapcolor4f_bufferobject = 0;
5898         rsurface.lightmapcolor4f_bufferoffset = 0;
5899         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5900         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5901         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5902         GL_Color(r, g, b, a);
5903         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5904 }
5905
5906 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5907 {
5908         int texturesurfaceindex;
5909         int i;
5910         float *c;
5911         // TODO: optimize
5912         if (texturesurfacelist[0]->lightmapinfo)
5913         {
5914                 // generate color arrays for the surfaces in this list
5915                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5916                 {
5917                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5918                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5919                         {
5920                                 if (surface->lightmapinfo->samples)
5921                                 {
5922                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5923                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5924                                         VectorScale(lm, scale, c);
5925                                         if (surface->lightmapinfo->styles[1] != 255)
5926                                         {
5927                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5928                                                 lm += size3;
5929                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5930                                                 VectorMA(c, scale, lm, c);
5931                                                 if (surface->lightmapinfo->styles[2] != 255)
5932                                                 {
5933                                                         lm += size3;
5934                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5935                                                         VectorMA(c, scale, lm, c);
5936                                                         if (surface->lightmapinfo->styles[3] != 255)
5937                                                         {
5938                                                                 lm += size3;
5939                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5940                                                                 VectorMA(c, scale, lm, c);
5941                                                         }
5942                                                 }
5943                                         }
5944                                 }
5945                                 else
5946                                         VectorClear(c);
5947                                 c[3] = 1;
5948                         }
5949                 }
5950                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5951                 rsurface.lightmapcolor4f_bufferobject = 0;
5952                 rsurface.lightmapcolor4f_bufferoffset = 0;
5953         }
5954         else
5955         {
5956                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5957                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5958                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5959         }
5960         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5961         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5962         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5963         GL_Color(r, g, b, a);
5964         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5965 }
5966
5967 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5968 {
5969         int texturesurfaceindex;
5970         int i;
5971         float f;
5972         float *v, *c, *c2, alpha;
5973         vec3_t ambientcolor;
5974         vec3_t diffusecolor;
5975         vec3_t lightdir;
5976         // TODO: optimize
5977         // model lighting
5978         VectorCopy(rsurface.modellight_lightdir, lightdir);
5979         f = 0.5f * r_refdef.lightmapintensity;
5980         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5981         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5982         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5983         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5984         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5985         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5986         alpha = *a;
5987         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5988         {
5989                 // generate color arrays for the surfaces in this list
5990                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5991                 {
5992                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5993                         int numverts = surface->num_vertices;
5994                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5995                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5996                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5997                         // q3-style directional shading
5998                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5999                         {
6000                                 if ((f = DotProduct(c2, lightdir)) > 0)
6001                                         VectorMA(ambientcolor, f, diffusecolor, c);
6002                                 else
6003                                         VectorCopy(ambientcolor, c);
6004                                 c[3] = alpha;
6005                         }
6006                 }
6007                 *r = 1;
6008                 *g = 1;
6009                 *b = 1;
6010                 *a = 1;
6011                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6012                 rsurface.lightmapcolor4f_bufferobject = 0;
6013                 rsurface.lightmapcolor4f_bufferoffset = 0;
6014                 *applycolor = false;
6015         }
6016         else
6017         {
6018                 *r = ambientcolor[0];
6019                 *g = ambientcolor[1];
6020                 *b = ambientcolor[2];
6021                 rsurface.lightmapcolor4f = NULL;
6022                 rsurface.lightmapcolor4f_bufferobject = 0;
6023                 rsurface.lightmapcolor4f_bufferoffset = 0;
6024         }
6025 }
6026
6027 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6028 {
6029         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6030         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6031         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6032         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6033         GL_Color(r, g, b, a);
6034         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6035 }
6036
6037 void RSurf_SetupDepthAndCulling(void)
6038 {
6039         // submodels are biased to avoid z-fighting with world surfaces that they
6040         // may be exactly overlapping (avoids z-fighting artifacts on certain
6041         // doors and things in Quake maps)
6042         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6043         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6044         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6045         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6046 }
6047
6048 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6049 {
6050         // transparent sky would be ridiculous
6051         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6052                 return;
6053         R_SetupGenericShader(false);
6054         if (skyrendernow)
6055         {
6056                 skyrendernow = false;
6057                 // we have to force off the water clipping plane while rendering sky
6058                 R_SetupView(false);
6059                 R_Sky();
6060                 R_SetupView(true);
6061                 // restore entity matrix
6062                 R_Mesh_Matrix(&rsurface.matrix);
6063         }
6064         RSurf_SetupDepthAndCulling();
6065         GL_DepthMask(true);
6066         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6067         // skymasking on them, and Quake3 never did sky masking (unlike
6068         // software Quake and software Quake2), so disable the sky masking
6069         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6070         // and skymasking also looks very bad when noclipping outside the
6071         // level, so don't use it then either.
6072         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6073         {
6074                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6075                 R_Mesh_ColorPointer(NULL, 0, 0);
6076                 R_Mesh_ResetTextureState();
6077                 if (skyrendermasked)
6078                 {
6079                         R_SetupDepthOrShadowShader();
6080                         // depth-only (masking)
6081                         GL_ColorMask(0,0,0,0);
6082                         // just to make sure that braindead drivers don't draw
6083                         // anything despite that colormask...
6084                         GL_BlendFunc(GL_ZERO, GL_ONE);
6085                 }
6086                 else
6087                 {
6088                         R_SetupGenericShader(false);
6089                         // fog sky
6090                         GL_BlendFunc(GL_ONE, GL_ZERO);
6091                 }
6092                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6093                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6094                 if (skyrendermasked)
6095                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6096         }
6097         R_Mesh_ResetTextureState();
6098         GL_Color(1, 1, 1, 1);
6099 }
6100
6101 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6102 {
6103         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6104                 return;
6105
6106         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6107         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6108         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6109         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6110         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6111         if (rsurface.texture->backgroundcurrentskinframe)
6112         {
6113                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6114                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6115                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6116                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6117         }
6118         if(rsurface.texture->colormapping)
6119         {
6120                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6121                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6122         }
6123         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6124         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6125                 R_Mesh_ColorPointer(NULL, 0, 0);
6126         else
6127                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6128
6129         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6130         {
6131                 // render background
6132                 GL_BlendFunc(GL_ONE, GL_ZERO);
6133                 GL_DepthMask(true);
6134                 GL_AlphaTest(false);
6135
6136                 GL_Color(1, 1, 1, 1);
6137                 R_Mesh_ColorPointer(NULL, 0, 0);
6138
6139                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6140                 if (r_glsl_permutation)
6141                 {
6142                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6143                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6144                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6145                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6146                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6147                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6148                         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);
6149                 }
6150                 GL_LockArrays(0, 0);
6151
6152                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6153                 GL_DepthMask(false);
6154                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6155                         R_Mesh_ColorPointer(NULL, 0, 0);
6156                 else
6157                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6158                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6159                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6160         }
6161
6162         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6163         if (!r_glsl_permutation)
6164                 return;
6165
6166         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6167         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6168         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6169         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6170         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6171         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6172
6173         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6174         {
6175                 GL_BlendFunc(GL_ONE, GL_ZERO);
6176                 GL_DepthMask(true);
6177                 GL_AlphaTest(false);
6178         }
6179         else
6180         {
6181                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6182                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6183                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6184         }
6185
6186         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6187         {
6188                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6189                         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);
6190                 else
6191                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6192         }
6193         else
6194         {
6195                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6196                         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);
6197                 else
6198                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6199         }
6200         GL_LockArrays(0, 0);
6201 }
6202
6203 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6204 {
6205         // OpenGL 1.3 path - anything not completely ancient
6206         int texturesurfaceindex;
6207         qboolean applycolor;
6208         qboolean applyfog;
6209         rmeshstate_t m;
6210         int layerindex;
6211         const texturelayer_t *layer;
6212         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6213
6214         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6215         {
6216                 vec4_t layercolor;
6217                 int layertexrgbscale;
6218                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6219                 {
6220                         if (layerindex == 0)
6221                                 GL_AlphaTest(true);
6222                         else
6223                         {
6224                                 GL_AlphaTest(false);
6225                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6226                         }
6227                 }
6228                 GL_DepthMask(layer->depthmask && writedepth);
6229                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6230                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6231                 {
6232                         layertexrgbscale = 4;
6233                         VectorScale(layer->color, 0.25f, layercolor);
6234                 }
6235                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6236                 {
6237                         layertexrgbscale = 2;
6238                         VectorScale(layer->color, 0.5f, layercolor);
6239                 }
6240                 else
6241                 {
6242                         layertexrgbscale = 1;
6243                         VectorScale(layer->color, 1.0f, layercolor);
6244                 }
6245                 layercolor[3] = layer->color[3];
6246                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6247                 R_Mesh_ColorPointer(NULL, 0, 0);
6248                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6249                 switch (layer->type)
6250                 {
6251                 case TEXTURELAYERTYPE_LITTEXTURE:
6252                         memset(&m, 0, sizeof(m));
6253                         m.tex[0] = R_GetTexture(r_texture_white);
6254                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6255                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6256                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6257                         m.tex[1] = R_GetTexture(layer->texture);
6258                         m.texmatrix[1] = layer->texmatrix;
6259                         m.texrgbscale[1] = layertexrgbscale;
6260                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6261                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6262                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6263                         R_Mesh_TextureState(&m);
6264                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6265                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6266                         else if (rsurface.uselightmaptexture)
6267                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6268                         else
6269                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6270                         break;
6271                 case TEXTURELAYERTYPE_TEXTURE:
6272                         memset(&m, 0, sizeof(m));
6273                         m.tex[0] = R_GetTexture(layer->texture);
6274                         m.texmatrix[0] = layer->texmatrix;
6275                         m.texrgbscale[0] = layertexrgbscale;
6276                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6277                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6278                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6279                         R_Mesh_TextureState(&m);
6280                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6281                         break;
6282                 case TEXTURELAYERTYPE_FOG:
6283                         memset(&m, 0, sizeof(m));
6284                         m.texrgbscale[0] = layertexrgbscale;
6285                         if (layer->texture)
6286                         {
6287                                 m.tex[0] = R_GetTexture(layer->texture);
6288                                 m.texmatrix[0] = layer->texmatrix;
6289                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6290                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6291                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6292                         }
6293                         R_Mesh_TextureState(&m);
6294                         // generate a color array for the fog pass
6295                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6296                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6297                         {
6298                                 int i;
6299                                 float f, *v, *c;
6300                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6301                                 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)
6302                                 {
6303                                         f = 1 - FogPoint_Model(v);
6304                                         c[0] = layercolor[0];
6305                                         c[1] = layercolor[1];
6306                                         c[2] = layercolor[2];
6307                                         c[3] = f * layercolor[3];
6308                                 }
6309                         }
6310                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6311                         break;
6312                 default:
6313                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6314                 }
6315                 GL_LockArrays(0, 0);
6316         }
6317         CHECKGLERROR
6318         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6319         {
6320                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6321                 GL_AlphaTest(false);
6322         }
6323 }
6324
6325 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6326 {
6327         // OpenGL 1.1 - crusty old voodoo path
6328         int texturesurfaceindex;
6329         qboolean applyfog;
6330         rmeshstate_t m;
6331         int layerindex;
6332         const texturelayer_t *layer;
6333         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6334
6335         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6336         {
6337                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6338                 {
6339                         if (layerindex == 0)
6340                                 GL_AlphaTest(true);
6341                         else
6342                         {
6343                                 GL_AlphaTest(false);
6344                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6345                         }
6346                 }
6347                 GL_DepthMask(layer->depthmask && writedepth);
6348                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6349                 R_Mesh_ColorPointer(NULL, 0, 0);
6350                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6351                 switch (layer->type)
6352                 {
6353                 case TEXTURELAYERTYPE_LITTEXTURE:
6354                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6355                         {
6356                                 // two-pass lit texture with 2x rgbscale
6357                                 // first the lightmap pass
6358                                 memset(&m, 0, sizeof(m));
6359                                 m.tex[0] = R_GetTexture(r_texture_white);
6360                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6361                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6362                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6363                                 R_Mesh_TextureState(&m);
6364                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6365                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6366                                 else if (rsurface.uselightmaptexture)
6367                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6368                                 else
6369                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6370                                 GL_LockArrays(0, 0);
6371                                 // then apply the texture to it
6372                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6373                                 memset(&m, 0, sizeof(m));
6374                                 m.tex[0] = R_GetTexture(layer->texture);
6375                                 m.texmatrix[0] = layer->texmatrix;
6376                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6377                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6378                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6379                                 R_Mesh_TextureState(&m);
6380                                 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);
6381                         }
6382                         else
6383                         {
6384                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6385                                 memset(&m, 0, sizeof(m));
6386                                 m.tex[0] = R_GetTexture(layer->texture);
6387                                 m.texmatrix[0] = layer->texmatrix;
6388                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6389                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6390                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6391                                 R_Mesh_TextureState(&m);
6392                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6393                                         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);
6394                                 else
6395                                         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);
6396                         }
6397                         break;
6398                 case TEXTURELAYERTYPE_TEXTURE:
6399                         // singletexture unlit texture with transparency support
6400                         memset(&m, 0, sizeof(m));
6401                         m.tex[0] = R_GetTexture(layer->texture);
6402                         m.texmatrix[0] = layer->texmatrix;
6403                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6404                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6405                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6406                         R_Mesh_TextureState(&m);
6407                         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);
6408                         break;
6409                 case TEXTURELAYERTYPE_FOG:
6410                         // singletexture fogging
6411                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6412                         if (layer->texture)
6413                         {
6414                                 memset(&m, 0, sizeof(m));
6415                                 m.tex[0] = R_GetTexture(layer->texture);
6416                                 m.texmatrix[0] = layer->texmatrix;
6417                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6418                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6419                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6420                                 R_Mesh_TextureState(&m);
6421                         }
6422                         else
6423                                 R_Mesh_ResetTextureState();
6424                         // generate a color array for the fog pass
6425                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6426                         {
6427                                 int i;
6428                                 float f, *v, *c;
6429                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6430                                 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)
6431                                 {
6432                                         f = 1 - FogPoint_Model(v);
6433                                         c[0] = layer->color[0];
6434                                         c[1] = layer->color[1];
6435                                         c[2] = layer->color[2];
6436                                         c[3] = f * layer->color[3];
6437                                 }
6438                         }
6439                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6440                         break;
6441                 default:
6442                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6443                 }
6444                 GL_LockArrays(0, 0);
6445         }
6446         CHECKGLERROR
6447         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6448         {
6449                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6450                 GL_AlphaTest(false);
6451         }
6452 }
6453
6454 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6455 {
6456         float c[4];
6457
6458         GL_AlphaTest(false);
6459         R_Mesh_ColorPointer(NULL, 0, 0);
6460         R_Mesh_ResetTextureState();
6461         R_SetupGenericShader(false);
6462
6463         if(rsurface.texture && rsurface.texture->currentskinframe)
6464                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6465         else
6466         {
6467                 c[0] = 1;
6468                 c[1] = 0;
6469                 c[2] = 1;
6470                 c[3] = 1;
6471         }
6472
6473         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6474         {
6475                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6476                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6477                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6478         }
6479
6480         // brighten it up (as texture value 127 means "unlit")
6481         c[0] *= 2 * r_refdef.view.colorscale;
6482         c[1] *= 2 * r_refdef.view.colorscale;
6483         c[2] *= 2 * r_refdef.view.colorscale;
6484
6485         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6486                 c[3] *= r_wateralpha.value;
6487
6488         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6489         {
6490                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6491                 GL_DepthMask(false);
6492         }
6493         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6494         {
6495                 GL_BlendFunc(GL_ONE, GL_ONE);
6496                 GL_DepthMask(false);
6497         }
6498         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6499         {
6500                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6501                 GL_DepthMask(false);
6502         }
6503         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6504         {
6505                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6506                 GL_DepthMask(false);
6507         }
6508         else
6509         {
6510                 GL_BlendFunc(GL_ONE, GL_ZERO);
6511                 GL_DepthMask(writedepth);
6512         }
6513
6514         rsurface.lightmapcolor4f = NULL;
6515
6516         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6517         {
6518                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6519
6520                 rsurface.lightmapcolor4f = NULL;
6521                 rsurface.lightmapcolor4f_bufferobject = 0;
6522                 rsurface.lightmapcolor4f_bufferoffset = 0;
6523         }
6524         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6525         {
6526                 qboolean applycolor = true;
6527                 float one = 1.0;
6528
6529                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6530
6531                 r_refdef.lightmapintensity = 1;
6532                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6533                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6534         }
6535         else
6536         {
6537                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6538
6539                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6540                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6541                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6542         }
6543
6544         if(!rsurface.lightmapcolor4f)
6545                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6546
6547         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6548         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6549         if(r_refdef.fogenabled)
6550                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6551
6552         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6553         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6554 }
6555
6556 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6557 {
6558         CHECKGLERROR
6559         RSurf_SetupDepthAndCulling();
6560         if (r_showsurfaces.integer == 3)
6561                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6562         else if (r_glsl.integer && gl_support_fragment_shader)
6563                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6564         else if (gl_combine.integer && r_textureunits.integer >= 2)
6565                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6566         else
6567                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6568         CHECKGLERROR
6569 }
6570
6571 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6572 {
6573         int i, j;
6574         int texturenumsurfaces, endsurface;
6575         texture_t *texture;
6576         msurface_t *surface;
6577         msurface_t *texturesurfacelist[1024];
6578
6579         // if the model is static it doesn't matter what value we give for
6580         // wantnormals and wanttangents, so this logic uses only rules applicable
6581         // to a model, knowing that they are meaningless otherwise
6582         if (ent == r_refdef.scene.worldentity)
6583                 RSurf_ActiveWorldEntity();
6584         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6585                 RSurf_ActiveModelEntity(ent, false, false);
6586         else
6587                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6588
6589         for (i = 0;i < numsurfaces;i = j)
6590         {
6591                 j = i + 1;
6592                 surface = rsurface.modelsurfaces + surfacelist[i];
6593                 texture = surface->texture;
6594                 R_UpdateTextureInfo(ent, texture);
6595                 rsurface.texture = texture->currentframe;
6596                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6597                 // scan ahead until we find a different texture
6598                 endsurface = min(i + 1024, numsurfaces);
6599                 texturenumsurfaces = 0;
6600                 texturesurfacelist[texturenumsurfaces++] = surface;
6601                 for (;j < endsurface;j++)
6602                 {
6603                         surface = rsurface.modelsurfaces + surfacelist[j];
6604                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6605                                 break;
6606                         texturesurfacelist[texturenumsurfaces++] = surface;
6607                 }
6608                 // render the range of surfaces
6609                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6610         }
6611         GL_AlphaTest(false);
6612 }
6613
6614 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6615 {
6616         CHECKGLERROR
6617         if (depthonly)
6618         {
6619                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6620                         return;
6621                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6622                         return;
6623                 RSurf_SetupDepthAndCulling();
6624                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6625                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6626         }
6627         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6628         {
6629                 RSurf_SetupDepthAndCulling();
6630                 GL_AlphaTest(false);
6631                 R_Mesh_ColorPointer(NULL, 0, 0);
6632                 R_Mesh_ResetTextureState();
6633                 R_SetupGenericShader(false);
6634                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6635                 GL_DepthMask(true);
6636                 GL_BlendFunc(GL_ONE, GL_ZERO);
6637                 GL_Color(0, 0, 0, 1);
6638                 GL_DepthTest(writedepth);
6639                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6640         }
6641         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6642         {
6643                 RSurf_SetupDepthAndCulling();
6644                 GL_AlphaTest(false);
6645                 R_Mesh_ColorPointer(NULL, 0, 0);
6646                 R_Mesh_ResetTextureState();
6647                 R_SetupGenericShader(false);
6648                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6649                 GL_DepthMask(true);
6650                 GL_BlendFunc(GL_ONE, GL_ZERO);
6651                 GL_DepthTest(true);
6652                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6653         }
6654         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6655                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6656         else if (!rsurface.texture->currentnumlayers)
6657                 return;
6658         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6659         {
6660                 // transparent surfaces get pushed off into the transparent queue
6661                 int surfacelistindex;
6662                 const msurface_t *surface;
6663                 vec3_t tempcenter, center;
6664                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6665                 {
6666                         surface = texturesurfacelist[surfacelistindex];
6667                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6668                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6669                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6670                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6671                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6672                 }
6673         }
6674         else
6675         {
6676                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6677                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6678         }
6679         CHECKGLERROR
6680 }
6681
6682 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6683 {
6684         int i, j;
6685         texture_t *texture;
6686         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6687         if (addwaterplanes)
6688         {
6689                 for (i = 0;i < numsurfaces;i++)
6690                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6691                                 R_Water_AddWaterPlane(surfacelist[i]);
6692                 return;
6693         }
6694         // break the surface list down into batches by texture and use of lightmapping
6695         for (i = 0;i < numsurfaces;i = j)
6696         {
6697                 j = i + 1;
6698                 // texture is the base texture pointer, rsurface.texture is the
6699                 // current frame/skin the texture is directing us to use (for example
6700                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6701                 // use skin 1 instead)
6702                 texture = surfacelist[i]->texture;
6703                 rsurface.texture = texture->currentframe;
6704                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6705                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6706                 {
6707                         // if this texture is not the kind we want, skip ahead to the next one
6708                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6709                                 ;
6710                         continue;
6711                 }
6712                 // simply scan ahead until we find a different texture or lightmap state
6713                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6714                         ;
6715                 // render the range of surfaces
6716                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6717         }
6718 }
6719
6720 float locboxvertex3f[6*4*3] =
6721 {
6722         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6723         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6724         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6725         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6726         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6727         1,0,0, 0,0,0, 0,1,0, 1,1,0
6728 };
6729
6730 unsigned short locboxelements[6*2*3] =
6731 {
6732          0, 1, 2, 0, 2, 3,
6733          4, 5, 6, 4, 6, 7,
6734          8, 9,10, 8,10,11,
6735         12,13,14, 12,14,15,
6736         16,17,18, 16,18,19,
6737         20,21,22, 20,22,23
6738 };
6739
6740 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6741 {
6742         int i, j;
6743         cl_locnode_t *loc = (cl_locnode_t *)ent;
6744         vec3_t mins, size;
6745         float vertex3f[6*4*3];
6746         CHECKGLERROR
6747         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6748         GL_DepthMask(false);
6749         GL_DepthRange(0, 1);
6750         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6751         GL_DepthTest(true);
6752         GL_CullFace(GL_NONE);
6753         R_Mesh_Matrix(&identitymatrix);
6754
6755         R_Mesh_VertexPointer(vertex3f, 0, 0);
6756         R_Mesh_ColorPointer(NULL, 0, 0);
6757         R_Mesh_ResetTextureState();
6758         R_SetupGenericShader(false);
6759
6760         i = surfacelist[0];
6761         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6762                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6763                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6764                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6765
6766         if (VectorCompare(loc->mins, loc->maxs))
6767         {
6768                 VectorSet(size, 2, 2, 2);
6769                 VectorMA(loc->mins, -0.5f, size, mins);
6770         }
6771         else
6772         {
6773                 VectorCopy(loc->mins, mins);
6774                 VectorSubtract(loc->maxs, loc->mins, size);
6775         }
6776
6777         for (i = 0;i < 6*4*3;)
6778                 for (j = 0;j < 3;j++, i++)
6779                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6780
6781         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6782 }
6783
6784 void R_DrawLocs(void)
6785 {
6786         int index;
6787         cl_locnode_t *loc, *nearestloc;
6788         vec3_t center;
6789         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6790         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6791         {
6792                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6793                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6794         }
6795 }
6796
6797 void R_DrawDebugModel(entity_render_t *ent)
6798 {
6799         int i, j, k, l, flagsmask;
6800         const int *elements;
6801         q3mbrush_t *brush;
6802         msurface_t *surface;
6803         dp_model_t *model = ent->model;
6804         vec3_t v;
6805
6806         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6807
6808         R_Mesh_ColorPointer(NULL, 0, 0);
6809         R_Mesh_ResetTextureState();
6810         R_SetupGenericShader(false);
6811         GL_DepthRange(0, 1);
6812         GL_DepthTest(!r_showdisabledepthtest.integer);
6813         GL_DepthMask(false);
6814         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6815
6816         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6817         {
6818                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6819                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6820                 {
6821                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6822                         {
6823                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6824                                 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);
6825                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6826                         }
6827                 }
6828                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6829                 {
6830                         if (surface->num_collisiontriangles)
6831                         {
6832                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6833                                 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);
6834                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6835                         }
6836                 }
6837         }
6838
6839         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6840
6841         if (r_showtris.integer || r_shownormals.integer)
6842         {
6843                 if (r_showdisabledepthtest.integer)
6844                 {
6845                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6846                         GL_DepthMask(false);
6847                 }
6848                 else
6849                 {
6850                         GL_BlendFunc(GL_ONE, GL_ZERO);
6851                         GL_DepthMask(true);
6852                 }
6853                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6854                 {
6855                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6856                                 continue;
6857                         rsurface.texture = surface->texture->currentframe;
6858                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6859                         {
6860                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6861                                 if (r_showtris.value > 0)
6862                                 {
6863                                         if (!rsurface.texture->currentlayers->depthmask)
6864                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6865                                         else if (ent == r_refdef.scene.worldentity)
6866                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6867                                         else
6868                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6869                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6870                                         CHECKGLERROR
6871                                         qglBegin(GL_LINES);
6872                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6873                                         {
6874 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6875                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6876                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6877                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6878                                         }
6879                                         qglEnd();
6880                                         CHECKGLERROR
6881                                 }
6882                                 if (r_shownormals.value > 0)
6883                                 {
6884                                         qglBegin(GL_LINES);
6885                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6886                                         {
6887                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6888                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6889                                                 qglVertex3f(v[0], v[1], v[2]);
6890                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6891                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6892                                                 qglVertex3f(v[0], v[1], v[2]);
6893                                         }
6894                                         qglEnd();
6895                                         CHECKGLERROR
6896                                         qglBegin(GL_LINES);
6897                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6898                                         {
6899                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6900                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6901                                                 qglVertex3f(v[0], v[1], v[2]);
6902                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6903                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6904                                                 qglVertex3f(v[0], v[1], v[2]);
6905                                         }
6906                                         qglEnd();
6907                                         CHECKGLERROR
6908                                         qglBegin(GL_LINES);
6909                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6910                                         {
6911                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6912                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6913                                                 qglVertex3f(v[0], v[1], v[2]);
6914                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6915                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6916                                                 qglVertex3f(v[0], v[1], v[2]);
6917                                         }
6918                                         qglEnd();
6919                                         CHECKGLERROR
6920                                 }
6921                         }
6922                 }
6923                 rsurface.texture = NULL;
6924         }
6925 }
6926
6927 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6928 int r_maxsurfacelist = 0;
6929 msurface_t **r_surfacelist = NULL;
6930 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6931 {
6932         int i, j, endj, f, flagsmask;
6933         texture_t *t;
6934         dp_model_t *model = r_refdef.scene.worldmodel;
6935         msurface_t *surfaces;
6936         unsigned char *update;
6937         int numsurfacelist = 0;
6938         if (model == NULL)
6939                 return;
6940
6941         if (r_maxsurfacelist < model->num_surfaces)
6942         {
6943                 r_maxsurfacelist = model->num_surfaces;
6944                 if (r_surfacelist)
6945                         Mem_Free(r_surfacelist);
6946                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6947         }
6948
6949         RSurf_ActiveWorldEntity();
6950
6951         surfaces = model->data_surfaces;
6952         update = model->brushq1.lightmapupdateflags;
6953
6954         // update light styles on this submodel
6955         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6956         {
6957                 model_brush_lightstyleinfo_t *style;
6958                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6959                 {
6960                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6961                         {
6962                                 int *list = style->surfacelist;
6963                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6964                                 for (j = 0;j < style->numsurfaces;j++)
6965                                         update[list[j]] = true;
6966                         }
6967                 }
6968         }
6969
6970         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6971         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6972
6973         if (debug)
6974         {
6975                 R_DrawDebugModel(r_refdef.scene.worldentity);
6976                 return;
6977         }
6978
6979         f = 0;
6980         t = NULL;
6981         rsurface.uselightmaptexture = false;
6982         rsurface.texture = NULL;
6983         rsurface.rtlight = NULL;
6984         numsurfacelist = 0;
6985         // add visible surfaces to draw list
6986         j = model->firstmodelsurface;
6987         endj = j + model->nummodelsurfaces;
6988         if (update)
6989         {
6990                 for (;j < endj;j++)
6991                 {
6992                         if (r_refdef.viewcache.world_surfacevisible[j])
6993                         {
6994                                 r_surfacelist[numsurfacelist++] = surfaces + j;
6995                                 // update lightmap if needed
6996                                 if (update[j])
6997                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6998                         }
6999                 }
7000         }
7001         else
7002                 for (;j < endj;j++)
7003                         if (r_refdef.viewcache.world_surfacevisible[j])
7004                                 r_surfacelist[numsurfacelist++] = surfaces + j;
7005         // don't do anything if there were no surfaces
7006         if (!numsurfacelist)
7007                 return;
7008         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7009         GL_AlphaTest(false);
7010
7011         // add to stats if desired
7012         if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7013         {
7014                 r_refdef.stats.world_surfaces += numsurfacelist;
7015                 for (j = 0;j < numsurfacelist;j++)
7016                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7017         }
7018 }
7019
7020 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7021 {
7022         int i, j, endj, f, flagsmask;
7023         texture_t *t;
7024         dp_model_t *model = ent->model;
7025         msurface_t *surfaces;
7026         unsigned char *update;
7027         int numsurfacelist = 0;
7028         if (model == NULL)
7029                 return;
7030
7031         if (r_maxsurfacelist < model->num_surfaces)
7032         {
7033                 r_maxsurfacelist = model->num_surfaces;
7034                 if (r_surfacelist)
7035                         Mem_Free(r_surfacelist);
7036                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7037         }
7038
7039         // if the model is static it doesn't matter what value we give for
7040         // wantnormals and wanttangents, so this logic uses only rules applicable
7041         // to a model, knowing that they are meaningless otherwise
7042         if (ent == r_refdef.scene.worldentity)
7043                 RSurf_ActiveWorldEntity();
7044         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7045                 RSurf_ActiveModelEntity(ent, false, false);
7046         else
7047                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7048
7049         surfaces = model->data_surfaces;
7050         update = model->brushq1.lightmapupdateflags;
7051
7052         // update light styles
7053         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7054         {
7055                 model_brush_lightstyleinfo_t *style;
7056                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7057                 {
7058                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7059                         {
7060                                 int *list = style->surfacelist;
7061                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7062                                 for (j = 0;j < style->numsurfaces;j++)
7063                                         update[list[j]] = true;
7064                         }
7065                 }
7066         }
7067
7068         R_UpdateAllTextureInfo(ent);
7069         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7070
7071         if (debug)
7072         {
7073                 R_DrawDebugModel(ent);
7074                 return;
7075         }
7076
7077         f = 0;
7078         t = NULL;
7079         rsurface.uselightmaptexture = false;
7080         rsurface.texture = NULL;
7081         rsurface.rtlight = NULL;
7082         numsurfacelist = 0;
7083         // add visible surfaces to draw list
7084         j = model->firstmodelsurface;
7085         endj = j + model->nummodelsurfaces;
7086         for (;j < endj;j++)
7087                 r_surfacelist[numsurfacelist++] = surfaces + j;
7088         // don't do anything if there were no surfaces
7089         if (!numsurfacelist)
7090                 return;
7091         // update lightmaps if needed
7092         if (update)
7093                 for (j = model->firstmodelsurface;j < endj;j++)
7094                         if (update[j])
7095                                 R_BuildLightMap(ent, surfaces + j);
7096         R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7097         GL_AlphaTest(false);
7098
7099         // add to stats if desired
7100         if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7101         {
7102                 r_refdef.stats.entities++;
7103                 r_refdef.stats.entities_surfaces += numsurfacelist;
7104                 for (j = 0;j < numsurfacelist;j++)
7105                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7106         }
7107 }