]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
in csqc set self to the client entity before calling most functions
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_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)"};
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));
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 "// add your own postprocessing here or make your own ifdef for it\n"
499 "#endif\n"
500 "\n"
501 "#ifdef USEGAMMARAMPS\n"
502 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
505 "#endif\n"
506 "}\n"
507 "# endif\n"
508 "\n"
509 "\n"
510 "#else\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
513 "void main(void)\n"
514 "{\n"
515 "       gl_FrontColor = gl_Color;\n"
516 "#  ifdef USEDIFFUSE\n"
517 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
518 "#  endif\n"
519 "#  ifdef USESPECULAR\n"
520 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
521 "#  endif\n"
522 "       gl_Position = ftransform();\n"
523 "}\n"
524 "# endif\n"
525 "# ifdef FRAGMENT_SHADER\n"
526 "\n"
527 "#  ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
529 "#  endif\n"
530 "#  ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
532 "#  endif\n"
533 "\n"
534 "void main(void)\n"
535 "{\n"
536 "       gl_FragColor = gl_Color;\n"
537 "#  ifdef USEDIFFUSE\n"
538 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
539 "#  endif\n"
540 "\n"
541 "#  ifdef USESPECULAR\n"
542 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
543 "#  endif\n"
544 "#  ifdef USECOLORMAPPING\n"
545 "       gl_FragColor *= tex2;\n"
546 "#  endif\n"
547 "#  ifdef USEGLOW\n"
548 "       gl_FragColor += tex2;\n"
549 "#  endif\n"
550 "#  ifdef USEVERTEXTEXTUREBLEND\n"
551 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
552 "#  endif\n"
553 "}\n"
554 "# endif\n"
555 "\n"
556 "#else // !MODE_GENERIC\n"
557 "\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
560 "\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
563 "#endif\n"
564 "\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
567 "#endif\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
570 "#endif\n"
571 "\n"
572 "varying vec3 EyeVector;\n"
573 "#ifdef USEFOG\n"
574 "varying vec3 EyeVectorModelSpace;\n"
575 "#endif\n"
576 "\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
580 "\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
583 "#endif\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
586 "#endif\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
589 "#endif\n"
590 "\n"
591 "\n"
592 "\n"
593 "\n"
594 "\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
597 "\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
601 "\n"
602 "// 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"
603 "\n"
604 "void main(void)\n"
605 "{\n"
606 "       gl_FrontColor = gl_Color;\n"
607 "       // copy the surface texcoord\n"
608 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
612 "# endif\n"
613 "#endif\n"
614 "\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 "       // transform vertex position into light attenuation/cubemap space\n"
617 "       // (-1 to +1 across the light box)\n"
618 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
619 "\n"
620 "       // transform unnormalized light direction into tangent space\n"
621 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 "       //  normalize it per pixel)\n"
623 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
633 "#endif\n"
634 "\n"
635 "       // transform unnormalized eye direction into tangent space\n"
636 "#ifndef USEFOG\n"
637 "       vec3 EyeVectorModelSpace;\n"
638 "#endif\n"
639 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
643 "\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 "       VectorS = gl_MultiTexCoord1.xyz;\n"
646 "       VectorT = gl_MultiTexCoord2.xyz;\n"
647 "       VectorR = gl_MultiTexCoord3.xyz;\n"
648 "#endif\n"
649 "\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "//#endif\n"
655 "\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
657 "       // rendering\n"
658 "       gl_Position = ftransform();\n"
659 "\n"
660 "#ifdef MODE_WATER\n"
661 "       ModelViewProjectionPosition = gl_Position;\n"
662 "#endif\n"
663 "#ifdef MODE_REFRACTION\n"
664 "       ModelViewProjectionPosition = gl_Position;\n"
665 "#endif\n"
666 "#ifdef USEREFLECTION\n"
667 "       ModelViewProjectionPosition = gl_Position;\n"
668 "#endif\n"
669 "}\n"
670 "\n"
671 "#endif // VERTEX_SHADER\n"
672 "\n"
673 "\n"
674 "\n"
675 "\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
678 "\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
697 "\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
705 "\n"
706 "uniform myhalf4 TintColor;\n"
707 "\n"
708 "\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
717 "//#else\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//#  ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
725 "//#  endif\n"
726 "//# else\n"
727 "//#  ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
732 "//#  endif\n"
733 "//# endif\n"
734 "//#endif\n"
735 "\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
740 "#endif\n"
741 "\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
745 "\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
750 "\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
753 "{\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 "       // 14 sample relief mapping: linear search and then binary search\n"
756 "       // this basically steps forward a small amount repeatedly until it finds\n"
757 "       // itself inside solid, then jitters forward and back using decreasing\n"
758 "       // amounts to find the impact\n"
759 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 "       vec3 RT = vec3(TexCoord, 1);\n"
763 "       OffsetVector *= 0.1;\n"
764 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
774 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
775 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
776 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
777 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
778 "       return RT.xy;\n"
779 "#else\n"
780 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 "       // this basically moves forward the full distance, and then backs up based\n"
782 "       // on height of samples\n"
783 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 "       TexCoord += OffsetVector;\n"
787 "       OffsetVector *= 0.333;\n"
788 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 "       return TexCoord;\n"
792 "#endif\n"
793 "}\n"
794 "#endif // USEOFFSETMAPPING\n"
795 "\n"
796 "#ifdef MODE_WATER\n"
797 "\n"
798 "// water pass\n"
799 "void main(void)\n"
800 "{\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 "       // apply offsetmapping\n"
803 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
805 "#endif\n"
806 "\n"
807 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
812 "}\n"
813 "\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
816 "\n"
817 "// refraction pass\n"
818 "void main(void)\n"
819 "{\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 "       // apply offsetmapping\n"
822 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
824 "#endif\n"
825 "\n"
826 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
830 "}\n"
831 "\n"
832 "#else // !MODE_REFRACTION\n"
833 "void main(void)\n"
834 "{\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 "       // apply offsetmapping\n"
837 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
839 "#endif\n"
840 "\n"
841 "       // combine the diffuse textures (base, pants, shirt)\n"
842 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
845 "#endif\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
851 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USEDIFFUSE\n"
855 "       // get the surface normal and the gloss color\n"
856 "# ifdef USEVERTEXTEXTUREBLEND\n"
857 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
858 "#  ifdef USESPECULAR\n"
859 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
860 "#  endif\n"
861 "# else\n"
862 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
863 "#  ifdef USESPECULAR\n"
864 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
865 "#  endif\n"
866 "# endif\n"
867 "#endif\n"
868 "\n"
869 "\n"
870 "\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "       // light source\n"
873 "\n"
874 "       // calculate surface normal, light normal, and specular normal\n"
875 "       // compute color intensity for the two textures (colormap and glossmap)\n"
876 "       // scale by light color and attenuation as efficiently as possible\n"
877 "       // (do as much scalar math as possible rather than vector math)\n"
878 "# ifdef USEDIFFUSE\n"
879 "       // get the light normal\n"
880 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
881 "# endif\n"
882 "# ifdef USESPECULAR\n"
883 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
884 "\n"
885 "       // calculate directional shading\n"
886 "       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"
887 "# else\n"
888 "#  ifdef USEDIFFUSE\n"
889 "       // calculate directional shading\n"
890 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
891 "#  else\n"
892 "       // calculate directionless shading\n"
893 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
894 "#  endif\n"
895 "# endif\n"
896 "\n"
897 "# ifdef USECUBEFILTER\n"
898 "       // apply light cubemap filter\n"
899 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
900 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
901 "# endif\n"
902 "#endif // MODE_LIGHTSOURCE\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "#ifdef MODE_LIGHTDIRECTION\n"
908 "       // directional model lighting\n"
909 "# ifdef USEDIFFUSE\n"
910 "       // get the light normal\n"
911 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
912 "# endif\n"
913 "# ifdef USESPECULAR\n"
914 "       // calculate directional shading\n"
915 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
916 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
917 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
918 "# else\n"
919 "#  ifdef USEDIFFUSE\n"
920 "\n"
921 "       // calculate directional shading\n"
922 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "#  else\n"
924 "       color.rgb *= AmbientColor;\n"
925 "#  endif\n"
926 "# endif\n"
927 "#endif // MODE_LIGHTDIRECTION\n"
928 "\n"
929 "\n"
930 "\n"
931 "\n"
932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
933 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
934 "\n"
935 "       // get the light normal\n"
936 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
937 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
938 "       // calculate directional shading\n"
939 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
940 "# ifdef USESPECULAR\n"
941 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
942 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
943 "# endif\n"
944 "\n"
945 "       // apply lightmap color\n"
946 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
948 "\n"
949 "\n"
950 "\n"
951 "\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
954 "\n"
955 "       // get the light normal\n"
956 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
957 "       // calculate directional shading\n"
958 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
961 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
962 "# endif\n"
963 "\n"
964 "       // apply lightmap color\n"
965 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
966 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
967 "\n"
968 "\n"
969 "\n"
970 "\n"
971 "#ifdef MODE_LIGHTMAP\n"
972 "       // apply lightmap color\n"
973 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
974 "#endif // MODE_LIGHTMAP\n"
975 "\n"
976 "\n"
977 "\n"
978 "\n"
979 "#ifdef MODE_VERTEXCOLOR\n"
980 "       // apply lightmap color\n"
981 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
982 "#endif // MODE_VERTEXCOLOR\n"
983 "\n"
984 "\n"
985 "\n"
986 "\n"
987 "#ifdef MODE_FLATCOLOR\n"
988 "#endif // MODE_FLATCOLOR\n"
989 "\n"
990 "\n"
991 "\n"
992 "\n"
993 "\n"
994 "\n"
995 "\n"
996 "       color *= TintColor;\n"
997 "\n"
998 "#ifdef USEGLOW\n"
999 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1000 "#endif\n"
1001 "\n"
1002 "#ifdef USECONTRASTBOOST\n"
1003 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1004 "#endif\n"
1005 "\n"
1006 "       color.rgb *= SceneBrightness;\n"
1007 "\n"
1008 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1009 "#ifdef USEFOG\n"
1010 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1011 "#endif\n"
1012 "\n"
1013 "       // 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"
1014 "#ifdef USEREFLECTION\n"
1015 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1016 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1017 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1018 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1019 "#endif\n"
1020 "\n"
1021 "       gl_FragColor = vec4(color);\n"
1022 "}\n"
1023 "#endif // !MODE_REFRACTION\n"
1024 "#endif // !MODE_WATER\n"
1025 "\n"
1026 "#endif // FRAGMENT_SHADER\n"
1027 "\n"
1028 "#endif // !MODE_GENERIC\n"
1029 "#endif // !MODE_POSTPROCESS\n"
1030 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1031 ;
1032
1033 typedef struct shaderpermutationinfo_s
1034 {
1035         const char *pretext;
1036         const char *name;
1037 }
1038 shaderpermutationinfo_t;
1039
1040 typedef struct shadermodeinfo_s
1041 {
1042         const char *vertexfilename;
1043         const char *geometryfilename;
1044         const char *fragmentfilename;
1045         const char *pretext;
1046         const char *name;
1047 }
1048 shadermodeinfo_t;
1049
1050 typedef enum shaderpermutation_e
1051 {
1052         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1053         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1054         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1055         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1056         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1057         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1058         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1059         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1060         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1061         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1062         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1063         SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1064         SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1065         SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1066         SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1067 }
1068 shaderpermutation_t;
1069
1070 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1071 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1072 {
1073         {"#define USEDIFFUSE\n", " diffuse"},
1074         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1075         {"#define USECOLORMAPPING\n", " colormapping"},
1076         {"#define USECONTRASTBOOST\n", " contrastboost"},
1077         {"#define USEFOG\n", " fog"},
1078         {"#define USECUBEFILTER\n", " cubefilter"},
1079         {"#define USEGLOW\n", " glow"},
1080         {"#define USESPECULAR\n", " specular"},
1081         {"#define USEREFLECTION\n", " reflection"},
1082         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1083         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1084         {"#define USEGAMMARAMPS\n", " gammaramps"},
1085         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1086 };
1087
1088 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1089 typedef enum shadermode_e
1090 {
1091         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1092         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1093         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1094         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1095         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1096         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1097         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1098         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1099         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1100         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1101         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1102         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1103         SHADERMODE_COUNT
1104 }
1105 shadermode_t;
1106
1107 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1108 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1109 {
1110         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1111         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1112         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1113         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1114         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1115         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1116         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1117         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1118         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1119         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1120         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1121         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1122 };
1123
1124 typedef struct r_glsl_permutation_s
1125 {
1126         // indicates if we have tried compiling this permutation already
1127         qboolean compiled;
1128         // 0 if compilation failed
1129         int program;
1130         // locations of detected uniforms in program object, or -1 if not found
1131         int loc_Texture_First;
1132         int loc_Texture_Second;
1133         int loc_Texture_GammaRamps;
1134         int loc_Texture_Normal;
1135         int loc_Texture_Color;
1136         int loc_Texture_Gloss;
1137         int loc_Texture_Glow;
1138         int loc_Texture_SecondaryNormal;
1139         int loc_Texture_SecondaryColor;
1140         int loc_Texture_SecondaryGloss;
1141         int loc_Texture_SecondaryGlow;
1142         int loc_Texture_Pants;
1143         int loc_Texture_Shirt;
1144         int loc_Texture_FogMask;
1145         int loc_Texture_Lightmap;
1146         int loc_Texture_Deluxemap;
1147         int loc_Texture_Attenuation;
1148         int loc_Texture_Cube;
1149         int loc_Texture_Refraction;
1150         int loc_Texture_Reflection;
1151         int loc_FogColor;
1152         int loc_LightPosition;
1153         int loc_EyePosition;
1154         int loc_Color_Pants;
1155         int loc_Color_Shirt;
1156         int loc_FogRangeRecip;
1157         int loc_AmbientScale;
1158         int loc_DiffuseScale;
1159         int loc_SpecularScale;
1160         int loc_SpecularPower;
1161         int loc_GlowScale;
1162         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1163         int loc_OffsetMapping_Scale;
1164         int loc_TintColor;
1165         int loc_AmbientColor;
1166         int loc_DiffuseColor;
1167         int loc_SpecularColor;
1168         int loc_LightDir;
1169         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1170         int loc_GammaCoeff; // 1 / gamma
1171         int loc_DistortScaleRefractReflect;
1172         int loc_ScreenScaleRefractReflect;
1173         int loc_ScreenCenterRefractReflect;
1174         int loc_RefractColor;
1175         int loc_ReflectColor;
1176         int loc_ReflectFactor;
1177         int loc_ReflectOffset;
1178         int loc_UserVec1;
1179         int loc_UserVec2;
1180         int loc_UserVec3;
1181         int loc_UserVec4;
1182         int loc_ClientTime;
1183         int loc_PixelSize;
1184 }
1185 r_glsl_permutation_t;
1186
1187 // information about each possible shader permutation
1188 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1189 // currently selected permutation
1190 r_glsl_permutation_t *r_glsl_permutation;
1191
1192 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1193 {
1194         char *shaderstring;
1195         if (!filename || !filename[0])
1196                 return NULL;
1197         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1198         if (shaderstring)
1199         {
1200                 if (printfromdisknotice)
1201                         Con_DPrint("from disk... ");
1202                 return shaderstring;
1203         }
1204         else if (!strcmp(filename, "glsl/default.glsl"))
1205         {
1206                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1207                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1208         }
1209         return shaderstring;
1210 }
1211
1212 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1213 {
1214         int i;
1215         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1216         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1217         int vertstrings_count = 0;
1218         int geomstrings_count = 0;
1219         int fragstrings_count = 0;
1220         char *vertexstring, *geometrystring, *fragmentstring;
1221         const char *vertstrings_list[32+3];
1222         const char *geomstrings_list[32+3];
1223         const char *fragstrings_list[32+3];
1224         char permutationname[256];
1225
1226         if (p->compiled)
1227                 return;
1228         p->compiled = true;
1229         p->program = 0;
1230
1231         permutationname[0] = 0;
1232         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1233         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1234         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1235
1236         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1237
1238         // the first pretext is which type of shader to compile as
1239         // (later these will all be bound together as a program object)
1240         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1241         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1242         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1243
1244         // the second pretext is the mode (for example a light source)
1245         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1246         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1247         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1248         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1249
1250         // now add all the permutation pretexts
1251         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1252         {
1253                 if (permutation & (1<<i))
1254                 {
1255                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1256                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1257                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1258                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1259                 }
1260                 else
1261                 {
1262                         // keep line numbers correct
1263                         vertstrings_list[vertstrings_count++] = "\n";
1264                         geomstrings_list[geomstrings_count++] = "\n";
1265                         fragstrings_list[fragstrings_count++] = "\n";
1266                 }
1267         }
1268
1269         // now append the shader text itself
1270         vertstrings_list[vertstrings_count++] = vertexstring;
1271         geomstrings_list[geomstrings_count++] = geometrystring;
1272         fragstrings_list[fragstrings_count++] = fragmentstring;
1273
1274         // if any sources were NULL, clear the respective list
1275         if (!vertexstring)
1276                 vertstrings_count = 0;
1277         if (!geometrystring)
1278                 geomstrings_count = 0;
1279         if (!fragmentstring)
1280                 fragstrings_count = 0;
1281
1282         // compile the shader program
1283         if (vertstrings_count + geomstrings_count + fragstrings_count)
1284                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1285         if (p->program)
1286         {
1287                 CHECKGLERROR
1288                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1289                 // look up all the uniform variable names we care about, so we don't
1290                 // have to look them up every time we set them
1291                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1292                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1293                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1294                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1295                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1296                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1297                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1298                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1299                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1300                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1301                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1302                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1303                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1304                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1305                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1306                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1307                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1308                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1309                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1310                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1311                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1312                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1313                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1314                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1315                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1316                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1317                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1318                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1319                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1320                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1321                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1322                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1323                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1324                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1325                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1326                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1327                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1328                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1329                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1330                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1331                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1332                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1333                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1334                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1335                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1336                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1337                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1338                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1339                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1340                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1341                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1342                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1343                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1344                 // initialize the samplers to refer to the texture units we use
1345                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1346                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1347                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1348                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1349                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1350                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1351                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1352                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1353                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1354                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1355                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1356                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1357                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1358                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1359                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1360                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1361                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1362                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1363                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1364                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1365                 CHECKGLERROR
1366                 if (developer.integer)
1367                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1368         }
1369         else
1370                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1371
1372         // free the strings
1373         if (vertexstring)
1374                 Mem_Free(vertexstring);
1375         if (geometrystring)
1376                 Mem_Free(geometrystring);
1377         if (fragmentstring)
1378                 Mem_Free(fragmentstring);
1379 }
1380
1381 void R_GLSL_Restart_f(void)
1382 {
1383         shadermode_t mode;
1384         shaderpermutation_t permutation;
1385         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1386                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1387                         if (r_glsl_permutations[mode][permutation].program)
1388                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1389         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1390 }
1391
1392 void R_GLSL_DumpShader_f(void)
1393 {
1394         int i;
1395
1396         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1397         if(!file)
1398         {
1399                 Con_Printf("failed to write to glsl/default.glsl\n");
1400                 return;
1401         }
1402
1403         FS_Print(file, "// The engine may define the following macros:\n");
1404         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1405         for (i = 0;i < SHADERMODE_COUNT;i++)
1406                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1407         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1408                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1409         FS_Print(file, "\n");
1410         FS_Print(file, builtinshaderstring);
1411         FS_Close(file);
1412
1413         Con_Printf("glsl/default.glsl written\n");
1414 }
1415
1416 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1417 {
1418         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1419         if (r_glsl_permutation != perm)
1420         {
1421                 r_glsl_permutation = perm;
1422                 if (!r_glsl_permutation->program)
1423                 {
1424                         if (!r_glsl_permutation->compiled)
1425                                 R_GLSL_CompilePermutation(mode, permutation);
1426                         if (!r_glsl_permutation->program)
1427                         {
1428                                 // remove features until we find a valid permutation
1429                                 int i;
1430                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1431                                 {
1432                                         // reduce i more quickly whenever it would not remove any bits
1433                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1434                                         if (!(permutation & j))
1435                                                 continue;
1436                                         permutation -= j;
1437                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1438                                         if (!r_glsl_permutation->compiled)
1439                                                 R_GLSL_CompilePermutation(mode, permutation);
1440                                         if (r_glsl_permutation->program)
1441                                                 break;
1442                                 }
1443                                 if (i >= SHADERPERMUTATION_COUNT)
1444                                 {
1445                                         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");
1446                                         Cvar_SetValueQuick(&r_glsl, 0);
1447                                         R_GLSL_Restart_f(); // unload shaders
1448                                         return; // no bit left to clear
1449                                 }
1450                         }
1451                 }
1452                 CHECKGLERROR
1453                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1454         }
1455 }
1456
1457 void R_SetupGenericShader(qboolean usetexture)
1458 {
1459         if (gl_support_fragment_shader)
1460         {
1461                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1462                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1463                 else if (r_glsl_permutation)
1464                 {
1465                         r_glsl_permutation = NULL;
1466                         qglUseProgramObjectARB(0);CHECKGLERROR
1467                 }
1468         }
1469 }
1470
1471 void R_SetupGenericTwoTextureShader(int texturemode)
1472 {
1473         if (gl_support_fragment_shader)
1474         {
1475                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1476                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1477                 else if (r_glsl_permutation)
1478                 {
1479                         r_glsl_permutation = NULL;
1480                         qglUseProgramObjectARB(0);CHECKGLERROR
1481                 }
1482         }
1483         if (!r_glsl_permutation)
1484         {
1485                 if (texturemode == GL_DECAL && gl_combine.integer)
1486                         texturemode = GL_INTERPOLATE_ARB;
1487                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1488         }
1489 }
1490
1491 void R_SetupDepthOrShadowShader(void)
1492 {
1493         if (gl_support_fragment_shader)
1494         {
1495                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1496                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1497                 else if (r_glsl_permutation)
1498                 {
1499                         r_glsl_permutation = NULL;
1500                         qglUseProgramObjectARB(0);CHECKGLERROR
1501                 }
1502         }
1503 }
1504
1505 extern rtexture_t *r_shadow_attenuationgradienttexture;
1506 extern rtexture_t *r_shadow_attenuation2dtexture;
1507 extern rtexture_t *r_shadow_attenuation3dtexture;
1508 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1509 {
1510         // select a permutation of the lighting shader appropriate to this
1511         // combination of texture, entity, light source, and fogging, only use the
1512         // minimum features necessary to avoid wasting rendering time in the
1513         // fragment shader on features that are not being used
1514         unsigned int permutation = 0;
1515         shadermode_t mode = 0;
1516         // TODO: implement geometry-shader based shadow volumes someday
1517         if (r_glsl_offsetmapping.integer)
1518         {
1519                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1520                 if (r_glsl_offsetmapping_reliefmapping.integer)
1521                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1522         }
1523         if (rsurfacepass == RSURFPASS_BACKGROUND)
1524         {
1525                 // distorted background
1526                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1527                         mode = SHADERMODE_WATER;
1528                 else
1529                         mode = SHADERMODE_REFRACTION;
1530         }
1531         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1532         {
1533                 // light source
1534                 mode = SHADERMODE_LIGHTSOURCE;
1535                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1536                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1537                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1538                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1539                 if (diffusescale > 0)
1540                         permutation |= SHADERPERMUTATION_DIFFUSE;
1541                 if (specularscale > 0)
1542                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1543                 if (r_refdef.fogenabled)
1544                         permutation |= SHADERPERMUTATION_FOG;
1545                 if (rsurface.texture->colormapping)
1546                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1547                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1548                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1549         }
1550         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1551         {
1552                 // unshaded geometry (fullbright or ambient model lighting)
1553                 mode = SHADERMODE_FLATCOLOR;
1554                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1555                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1556                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1557                         permutation |= SHADERPERMUTATION_GLOW;
1558                 if (r_refdef.fogenabled)
1559                         permutation |= SHADERPERMUTATION_FOG;
1560                 if (rsurface.texture->colormapping)
1561                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1562                 if (r_glsl_offsetmapping.integer)
1563                 {
1564                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1565                         if (r_glsl_offsetmapping_reliefmapping.integer)
1566                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1567                 }
1568                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1569                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1570                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1571                         permutation |= SHADERPERMUTATION_REFLECTION;
1572         }
1573         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1574         {
1575                 // directional model lighting
1576                 mode = SHADERMODE_LIGHTDIRECTION;
1577                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1578                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1579                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1580                         permutation |= SHADERPERMUTATION_GLOW;
1581                 permutation |= SHADERPERMUTATION_DIFFUSE;
1582                 if (specularscale > 0)
1583                         permutation |= SHADERPERMUTATION_SPECULAR;
1584                 if (r_refdef.fogenabled)
1585                         permutation |= SHADERPERMUTATION_FOG;
1586                 if (rsurface.texture->colormapping)
1587                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1588                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1589                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1591                         permutation |= SHADERPERMUTATION_REFLECTION;
1592         }
1593         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1594         {
1595                 // ambient model lighting
1596                 mode = SHADERMODE_LIGHTDIRECTION;
1597                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1598                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1599                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1600                         permutation |= SHADERPERMUTATION_GLOW;
1601                 if (r_refdef.fogenabled)
1602                         permutation |= SHADERPERMUTATION_FOG;
1603                 if (rsurface.texture->colormapping)
1604                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1605                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1606                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1607                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1608                         permutation |= SHADERPERMUTATION_REFLECTION;
1609         }
1610         else
1611         {
1612                 // lightmapped wall
1613                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1614                 {
1615                         // deluxemapping (light direction texture)
1616                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1617                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1618                         else
1619                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1620                         permutation |= SHADERPERMUTATION_DIFFUSE;
1621                         if (specularscale > 0)
1622                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1623                 }
1624                 else if (r_glsl_deluxemapping.integer >= 2)
1625                 {
1626                         // fake deluxemapping (uniform light direction in tangentspace)
1627                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1628                         permutation |= SHADERPERMUTATION_DIFFUSE;
1629                         if (specularscale > 0)
1630                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1631                 }
1632                 else if (rsurface.uselightmaptexture)
1633                 {
1634                         // ordinary lightmapping (q1bsp, q3bsp)
1635                         mode = SHADERMODE_LIGHTMAP;
1636                 }
1637                 else
1638                 {
1639                         // ordinary vertex coloring (q3bsp)
1640                         mode = SHADERMODE_VERTEXCOLOR;
1641                 }
1642                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1643                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1644                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1645                         permutation |= SHADERPERMUTATION_GLOW;
1646                 if (r_refdef.fogenabled)
1647                         permutation |= SHADERPERMUTATION_FOG;
1648                 if (rsurface.texture->colormapping)
1649                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1650                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653                         permutation |= SHADERPERMUTATION_REFLECTION;
1654         }
1655         R_SetupShader_SetPermutation(mode, permutation);
1656         if (mode == SHADERMODE_LIGHTSOURCE)
1657         {
1658                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1659                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1660                 {
1661                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1662                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1663                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1664                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1665                 }
1666                 else
1667                 {
1668                         // ambient only is simpler
1669                         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]);
1670                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1671                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1672                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1673                 }
1674                 // additive passes are only darkened by fog, not tinted
1675                 if (r_glsl_permutation->loc_FogColor >= 0)
1676                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1677         }
1678         else
1679         {
1680                 if (mode == SHADERMODE_LIGHTDIRECTION)
1681                 {
1682                         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);
1683                         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);
1684                         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);
1685                         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]);
1686                 }
1687                 else
1688                 {
1689                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1690                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1691                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1692                 }
1693                 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]);
1694                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1695                 // additive passes are only darkened by fog, not tinted
1696                 if (r_glsl_permutation->loc_FogColor >= 0)
1697                 {
1698                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1699                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1700                         else
1701                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1702                 }
1703                 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);
1704                 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]);
1705                 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]);
1706                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1707                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1708                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1709                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1710         }
1711         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1712         {
1713                 // The formula used is actually:
1714                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1715                 //   color.rgb *= SceneBrightness;
1716                 // simplified:
1717                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1718                 // and do [[calculations]] here in the engine
1719                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1720                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1721         }
1722         else
1723                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1724         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1725         if (r_glsl_permutation->loc_Color_Pants >= 0)
1726         {
1727                 if (rsurface.texture->currentskinframe->pants)
1728                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1729                 else
1730                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1731         }
1732         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1733         {
1734                 if (rsurface.texture->currentskinframe->shirt)
1735                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1736                 else
1737                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1738         }
1739         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1740         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1741         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1742         CHECKGLERROR
1743 }
1744
1745 #define SKINFRAME_HASH 1024
1746
1747 struct
1748 {
1749         int loadsequence; // incremented each level change
1750         memexpandablearray_t array;
1751         skinframe_t *hash[SKINFRAME_HASH];
1752 }
1753 r_skinframe;
1754
1755 void R_SkinFrame_PrepareForPurge(void)
1756 {
1757         r_skinframe.loadsequence++;
1758         // wrap it without hitting zero
1759         if (r_skinframe.loadsequence >= 200)
1760                 r_skinframe.loadsequence = 1;
1761 }
1762
1763 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1764 {
1765         if (!skinframe)
1766                 return;
1767         // mark the skinframe as used for the purging code
1768         skinframe->loadsequence = r_skinframe.loadsequence;
1769 }
1770
1771 void R_SkinFrame_Purge(void)
1772 {
1773         int i;
1774         skinframe_t *s;
1775         for (i = 0;i < SKINFRAME_HASH;i++)
1776         {
1777                 for (s = r_skinframe.hash[i];s;s = s->next)
1778                 {
1779                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1780                         {
1781                                 if (s->merged == s->base)
1782                                         s->merged = NULL;
1783                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1784                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1785                                 R_PurgeTexture(s->merged);s->merged = NULL;
1786                                 R_PurgeTexture(s->base  );s->base   = NULL;
1787                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1788                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1789                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1790                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1791                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1792                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1793                                 s->loadsequence = 0;
1794                         }
1795                 }
1796         }
1797 }
1798
1799 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1800         skinframe_t *item;
1801         char basename[MAX_QPATH];
1802
1803         Image_StripImageExtension(name, basename, sizeof(basename));
1804
1805         if( last == NULL ) {
1806                 int hashindex;
1807                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1808                 item = r_skinframe.hash[hashindex];
1809         } else {
1810                 item = last->next;
1811         }
1812
1813         // linearly search through the hash bucket
1814         for( ; item ; item = item->next ) {
1815                 if( !strcmp( item->basename, basename ) ) {
1816                         return item;
1817                 }
1818         }
1819         return NULL;
1820 }
1821
1822 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1823 {
1824         skinframe_t *item;
1825         int hashindex;
1826         char basename[MAX_QPATH];
1827
1828         Image_StripImageExtension(name, basename, sizeof(basename));
1829
1830         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1831         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1832                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1833                         break;
1834
1835         if (!item) {
1836                 rtexture_t *dyntexture;
1837                 // check whether its a dynamic texture
1838                 dyntexture = CL_GetDynTexture( basename );
1839                 if (!add && !dyntexture)
1840                         return NULL;
1841                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1842                 memset(item, 0, sizeof(*item));
1843                 strlcpy(item->basename, basename, sizeof(item->basename));
1844                 item->base = dyntexture; // either NULL or dyntexture handle
1845                 item->textureflags = textureflags;
1846                 item->comparewidth = comparewidth;
1847                 item->compareheight = compareheight;
1848                 item->comparecrc = comparecrc;
1849                 item->next = r_skinframe.hash[hashindex];
1850                 r_skinframe.hash[hashindex] = item;
1851         }
1852         else if( item->base == NULL )
1853         {
1854                 rtexture_t *dyntexture;
1855                 // check whether its a dynamic texture
1856                 // 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]
1857                 dyntexture = CL_GetDynTexture( basename );
1858                 item->base = dyntexture; // either NULL or dyntexture handle
1859         }
1860
1861         R_SkinFrame_MarkUsed(item);
1862         return item;
1863 }
1864
1865 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1866 {
1867         // FIXME: it should be possible to disable loading various layers using
1868         // cvars, to prevent wasted loading time and memory usage if the user does
1869         // not want them
1870         qboolean loadnormalmap = true;
1871         qboolean loadgloss = true;
1872         qboolean loadpantsandshirt = true;
1873         qboolean loadglow = true;
1874         int j;
1875         unsigned char *pixels;
1876         unsigned char *bumppixels;
1877         unsigned char *basepixels = NULL;
1878         int basepixels_width;
1879         int basepixels_height;
1880         skinframe_t *skinframe;
1881
1882         if (cls.state == ca_dedicated)
1883                 return NULL;
1884
1885         // return an existing skinframe if already loaded
1886         // if loading of the first image fails, don't make a new skinframe as it
1887         // would cause all future lookups of this to be missing
1888         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1889         if (skinframe && skinframe->base)
1890                 return skinframe;
1891
1892         basepixels = loadimagepixelsbgra(name, complain, true);
1893         if (basepixels == NULL)
1894                 return NULL;
1895
1896         if (developer_loading.integer)
1897                 Con_Printf("loading skin \"%s\"\n", name);
1898
1899         // we've got some pixels to store, so really allocate this new texture now
1900         if (!skinframe)
1901                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1902         skinframe->stain = NULL;
1903         skinframe->merged = NULL;
1904         skinframe->base = r_texture_notexture;
1905         skinframe->pants = NULL;
1906         skinframe->shirt = NULL;
1907         skinframe->nmap = r_texture_blanknormalmap;
1908         skinframe->gloss = NULL;
1909         skinframe->glow = NULL;
1910         skinframe->fog = NULL;
1911
1912         basepixels_width = image_width;
1913         basepixels_height = image_height;
1914         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);
1915
1916         if (textureflags & TEXF_ALPHA)
1917         {
1918                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1919                         if (basepixels[j] < 255)
1920                                 break;
1921                 if (j < basepixels_width * basepixels_height * 4)
1922                 {
1923                         // has transparent pixels
1924                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1925                         for (j = 0;j < image_width * image_height * 4;j += 4)
1926                         {
1927                                 pixels[j+0] = 255;
1928                                 pixels[j+1] = 255;
1929                                 pixels[j+2] = 255;
1930                                 pixels[j+3] = basepixels[j+3];
1931                         }
1932                         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);
1933                         Mem_Free(pixels);
1934                 }
1935         }
1936
1937         // _norm is the name used by tenebrae and has been adopted as standard
1938         if (loadnormalmap)
1939         {
1940                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1941                 {
1942                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1943                         Mem_Free(pixels);
1944                         pixels = NULL;
1945                 }
1946                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1947                 {
1948                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1950                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1951                         Mem_Free(pixels);
1952                         Mem_Free(bumppixels);
1953                 }
1954                 else if (r_shadow_bumpscale_basetexture.value > 0)
1955                 {
1956                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1957                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1958                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1959                         Mem_Free(pixels);
1960                 }
1961         }
1962         // _luma is supported for tenebrae compatibility
1963         // (I think it's a very stupid name, but oh well)
1964         // _glow is the preferred name
1965         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;}
1966         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;}
1967         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;}
1968         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;}
1969
1970         if (basepixels)
1971                 Mem_Free(basepixels);
1972
1973         return skinframe;
1974 }
1975
1976 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)
1977 {
1978         int i;
1979         if (!force)
1980         {
1981                 for (i = 0;i < width*height;i++)
1982                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1983                                 break;
1984                 if (i == width*height)
1985                         return NULL;
1986         }
1987         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1988 }
1989
1990 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1991 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1992 {
1993         int i;
1994         unsigned char *temp1, *temp2;
1995         skinframe_t *skinframe;
1996
1997         if (cls.state == ca_dedicated)
1998                 return NULL;
1999
2000         // if already loaded just return it, otherwise make a new skinframe
2001         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2002         if (skinframe && skinframe->base)
2003                 return skinframe;
2004
2005         skinframe->stain = NULL;
2006         skinframe->merged = NULL;
2007         skinframe->base = r_texture_notexture;
2008         skinframe->pants = NULL;
2009         skinframe->shirt = NULL;
2010         skinframe->nmap = r_texture_blanknormalmap;
2011         skinframe->gloss = NULL;
2012         skinframe->glow = NULL;
2013         skinframe->fog = NULL;
2014
2015         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2016         if (!skindata)
2017                 return NULL;
2018
2019         if (developer_loading.integer)
2020                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2021
2022         if (r_shadow_bumpscale_basetexture.value > 0)
2023         {
2024                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2025                 temp2 = temp1 + width * height * 4;
2026                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2027                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2028                 Mem_Free(temp1);
2029         }
2030         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2031         if (textureflags & TEXF_ALPHA)
2032         {
2033                 for (i = 3;i < width * height * 4;i += 4)
2034                         if (skindata[i] < 255)
2035                                 break;
2036                 if (i < width * height * 4)
2037                 {
2038                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2039                         memcpy(fogpixels, skindata, width * height * 4);
2040                         for (i = 0;i < width * height * 4;i += 4)
2041                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2042                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2043                         Mem_Free(fogpixels);
2044                 }
2045         }
2046
2047         return skinframe;
2048 }
2049
2050 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2051 {
2052         int i;
2053         unsigned char *temp1, *temp2;
2054         skinframe_t *skinframe;
2055
2056         if (cls.state == ca_dedicated)
2057                 return NULL;
2058
2059         // if already loaded just return it, otherwise make a new skinframe
2060         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2061         if (skinframe && skinframe->base)
2062                 return skinframe;
2063
2064         skinframe->stain = NULL;
2065         skinframe->merged = NULL;
2066         skinframe->base = r_texture_notexture;
2067         skinframe->pants = NULL;
2068         skinframe->shirt = NULL;
2069         skinframe->nmap = r_texture_blanknormalmap;
2070         skinframe->gloss = NULL;
2071         skinframe->glow = NULL;
2072         skinframe->fog = NULL;
2073
2074         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2075         if (!skindata)
2076                 return NULL;
2077
2078         if (developer_loading.integer)
2079                 Con_Printf("loading quake skin \"%s\"\n", name);
2080
2081         if (r_shadow_bumpscale_basetexture.value > 0)
2082         {
2083                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2084                 temp2 = temp1 + width * height * 4;
2085                 // use either a custom palette or the quake palette
2086                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2087                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2088                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2089                 Mem_Free(temp1);
2090         }
2091         // use either a custom palette, or the quake palette
2092         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2093         if (loadglowtexture)
2094                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2095         if (loadpantsandshirt)
2096         {
2097                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2098                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2099         }
2100         if (skinframe->pants || skinframe->shirt)
2101                 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
2102         if (textureflags & TEXF_ALPHA)
2103         {
2104                 for (i = 0;i < width * height;i++)
2105                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2106                                 break;
2107                 if (i < width * height)
2108                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2109         }
2110
2111         return skinframe;
2112 }
2113
2114 skinframe_t *R_SkinFrame_LoadMissing(void)
2115 {
2116         skinframe_t *skinframe;
2117
2118         if (cls.state == ca_dedicated)
2119                 return NULL;
2120
2121         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2122         skinframe->stain = NULL;
2123         skinframe->merged = NULL;
2124         skinframe->base = r_texture_notexture;
2125         skinframe->pants = NULL;
2126         skinframe->shirt = NULL;
2127         skinframe->nmap = r_texture_blanknormalmap;
2128         skinframe->gloss = NULL;
2129         skinframe->glow = NULL;
2130         skinframe->fog = NULL;
2131
2132         return skinframe;
2133 }
2134
2135 void gl_main_start(void)
2136 {
2137         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2138         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2139
2140         // set up r_skinframe loading system for textures
2141         memset(&r_skinframe, 0, sizeof(r_skinframe));
2142         r_skinframe.loadsequence = 1;
2143         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2144
2145         r_main_texturepool = R_AllocTexturePool();
2146         R_BuildBlankTextures();
2147         R_BuildNoTexture();
2148         if (gl_texturecubemap)
2149         {
2150                 R_BuildWhiteCube();
2151                 R_BuildNormalizationCube();
2152         }
2153         r_texture_fogattenuation = NULL;
2154         r_texture_gammaramps = NULL;
2155         //r_texture_fogintensity = NULL;
2156         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2157         memset(&r_waterstate, 0, sizeof(r_waterstate));
2158         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2159         memset(&r_svbsp, 0, sizeof (r_svbsp));
2160
2161         r_refdef.fogmasktable_density = 0;
2162 }
2163
2164 void gl_main_shutdown(void)
2165 {
2166         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2167         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2168
2169         // clear out the r_skinframe state
2170         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2171         memset(&r_skinframe, 0, sizeof(r_skinframe));
2172
2173         if (r_svbsp.nodes)
2174                 Mem_Free(r_svbsp.nodes);
2175         memset(&r_svbsp, 0, sizeof (r_svbsp));
2176         R_FreeTexturePool(&r_main_texturepool);
2177         r_texture_blanknormalmap = NULL;
2178         r_texture_white = NULL;
2179         r_texture_grey128 = NULL;
2180         r_texture_black = NULL;
2181         r_texture_whitecube = NULL;
2182         r_texture_normalizationcube = NULL;
2183         r_texture_fogattenuation = NULL;
2184         r_texture_gammaramps = NULL;
2185         //r_texture_fogintensity = NULL;
2186         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2187         memset(&r_waterstate, 0, sizeof(r_waterstate));
2188         R_GLSL_Restart_f();
2189 }
2190
2191 extern void CL_ParseEntityLump(char *entitystring);
2192 void gl_main_newmap(void)
2193 {
2194         // FIXME: move this code to client
2195         int l;
2196         char *entities, entname[MAX_QPATH];
2197         if (cl.worldmodel)
2198         {
2199                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2200                 l = (int)strlen(entname) - 4;
2201                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2202                 {
2203                         memcpy(entname + l, ".ent", 5);
2204                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2205                         {
2206                                 CL_ParseEntityLump(entities);
2207                                 Mem_Free(entities);
2208                                 return;
2209                         }
2210                 }
2211                 if (cl.worldmodel->brush.entities)
2212                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2213         }
2214 }
2215
2216 void GL_Main_Init(void)
2217 {
2218         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2219
2220         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2221         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2222         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2223         if (gamemode == GAME_NEHAHRA)
2224         {
2225                 Cvar_RegisterVariable (&gl_fogenable);
2226                 Cvar_RegisterVariable (&gl_fogdensity);
2227                 Cvar_RegisterVariable (&gl_fogred);
2228                 Cvar_RegisterVariable (&gl_foggreen);
2229                 Cvar_RegisterVariable (&gl_fogblue);
2230                 Cvar_RegisterVariable (&gl_fogstart);
2231                 Cvar_RegisterVariable (&gl_fogend);
2232                 Cvar_RegisterVariable (&gl_skyclip);
2233         }
2234         Cvar_RegisterVariable(&r_depthfirst);
2235         Cvar_RegisterVariable(&r_useinfinitefarclip);
2236         Cvar_RegisterVariable(&r_nearclip);
2237         Cvar_RegisterVariable(&r_showbboxes);
2238         Cvar_RegisterVariable(&r_showsurfaces);
2239         Cvar_RegisterVariable(&r_showtris);
2240         Cvar_RegisterVariable(&r_shownormals);
2241         Cvar_RegisterVariable(&r_showlighting);
2242         Cvar_RegisterVariable(&r_showshadowvolumes);
2243         Cvar_RegisterVariable(&r_showcollisionbrushes);
2244         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2245         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2246         Cvar_RegisterVariable(&r_showdisabledepthtest);
2247         Cvar_RegisterVariable(&r_drawportals);
2248         Cvar_RegisterVariable(&r_drawentities);
2249         Cvar_RegisterVariable(&r_cullentities_trace);
2250         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2251         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2252         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2253         Cvar_RegisterVariable(&r_drawviewmodel);
2254         Cvar_RegisterVariable(&r_speeds);
2255         Cvar_RegisterVariable(&r_fullbrights);
2256         Cvar_RegisterVariable(&r_wateralpha);
2257         Cvar_RegisterVariable(&r_dynamic);
2258         Cvar_RegisterVariable(&r_fullbright);
2259         Cvar_RegisterVariable(&r_shadows);
2260         Cvar_RegisterVariable(&r_shadows_throwdistance);
2261         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2262         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2263         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2264         Cvar_RegisterVariable(&r_fog_exp2);
2265         Cvar_RegisterVariable(&r_drawfog);
2266         Cvar_RegisterVariable(&r_textureunits);
2267         Cvar_RegisterVariable(&r_glsl);
2268         Cvar_RegisterVariable(&r_glsl_contrastboost);
2269         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2270         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2271         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2272         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2273         Cvar_RegisterVariable(&r_glsl_postprocess);
2274         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2275         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2276         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2277         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2278         Cvar_RegisterVariable(&r_glsl_usegeneric);
2279         Cvar_RegisterVariable(&r_water);
2280         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2281         Cvar_RegisterVariable(&r_water_clippingplanebias);
2282         Cvar_RegisterVariable(&r_water_refractdistort);
2283         Cvar_RegisterVariable(&r_water_reflectdistort);
2284         Cvar_RegisterVariable(&r_lerpsprites);
2285         Cvar_RegisterVariable(&r_lerpmodels);
2286         Cvar_RegisterVariable(&r_lerplightstyles);
2287         Cvar_RegisterVariable(&r_waterscroll);
2288         Cvar_RegisterVariable(&r_bloom);
2289         Cvar_RegisterVariable(&r_bloom_colorscale);
2290         Cvar_RegisterVariable(&r_bloom_brighten);
2291         Cvar_RegisterVariable(&r_bloom_blur);
2292         Cvar_RegisterVariable(&r_bloom_resolution);
2293         Cvar_RegisterVariable(&r_bloom_colorexponent);
2294         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2295         Cvar_RegisterVariable(&r_hdr);
2296         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2297         Cvar_RegisterVariable(&r_hdr_glowintensity);
2298         Cvar_RegisterVariable(&r_hdr_range);
2299         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2300         Cvar_RegisterVariable(&developer_texturelogging);
2301         Cvar_RegisterVariable(&gl_lightmaps);
2302         Cvar_RegisterVariable(&r_test);
2303         Cvar_RegisterVariable(&r_batchmode);
2304         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2305                 Cvar_SetValue("r_fullbrights", 0);
2306         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2307
2308         Cvar_RegisterVariable(&r_track_sprites);
2309         Cvar_RegisterVariable(&r_track_sprites_flags);
2310         Cvar_RegisterVariable(&r_track_sprites_scalew);
2311         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2312 }
2313
2314 extern void R_Textures_Init(void);
2315 extern void GL_Draw_Init(void);
2316 extern void GL_Main_Init(void);
2317 extern void R_Shadow_Init(void);
2318 extern void R_Sky_Init(void);
2319 extern void GL_Surf_Init(void);
2320 extern void R_Particles_Init(void);
2321 extern void R_Explosion_Init(void);
2322 extern void gl_backend_init(void);
2323 extern void Sbar_Init(void);
2324 extern void R_LightningBeams_Init(void);
2325 extern void Mod_RenderInit(void);
2326
2327 void Render_Init(void)
2328 {
2329         gl_backend_init();
2330         R_Textures_Init();
2331         GL_Main_Init();
2332         GL_Draw_Init();
2333         R_Shadow_Init();
2334         R_Sky_Init();
2335         GL_Surf_Init();
2336         Sbar_Init();
2337         R_Particles_Init();
2338         R_Explosion_Init();
2339         R_LightningBeams_Init();
2340         Mod_RenderInit();
2341 }
2342
2343 /*
2344 ===============
2345 GL_Init
2346 ===============
2347 */
2348 extern char *ENGINE_EXTENSIONS;
2349 void GL_Init (void)
2350 {
2351         VID_CheckExtensions();
2352
2353         // LordHavoc: report supported extensions
2354         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2355
2356         // clear to black (loading plaque will be seen over this)
2357         CHECKGLERROR
2358         qglClearColor(0,0,0,1);CHECKGLERROR
2359         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2360 }
2361
2362 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2363 {
2364         int i;
2365         mplane_t *p;
2366         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2367         {
2368                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2369                 if (i == 4)
2370                         continue;
2371                 p = r_refdef.view.frustum + i;
2372                 switch(p->signbits)
2373                 {
2374                 default:
2375                 case 0:
2376                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2377                                 return true;
2378                         break;
2379                 case 1:
2380                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2381                                 return true;
2382                         break;
2383                 case 2:
2384                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2385                                 return true;
2386                         break;
2387                 case 3:
2388                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2389                                 return true;
2390                         break;
2391                 case 4:
2392                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2393                                 return true;
2394                         break;
2395                 case 5:
2396                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2397                                 return true;
2398                         break;
2399                 case 6:
2400                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2401                                 return true;
2402                         break;
2403                 case 7:
2404                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2405                                 return true;
2406                         break;
2407                 }
2408         }
2409         return false;
2410 }
2411
2412 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2413 {
2414         int i;
2415         const mplane_t *p;
2416         for (i = 0;i < numplanes;i++)
2417         {
2418                 p = planes + i;
2419                 switch(p->signbits)
2420                 {
2421                 default:
2422                 case 0:
2423                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2424                                 return true;
2425                         break;
2426                 case 1:
2427                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2428                                 return true;
2429                         break;
2430                 case 2:
2431                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2432                                 return true;
2433                         break;
2434                 case 3:
2435                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2436                                 return true;
2437                         break;
2438                 case 4:
2439                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2440                                 return true;
2441                         break;
2442                 case 5:
2443                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2444                                 return true;
2445                         break;
2446                 case 6:
2447                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2448                                 return true;
2449                         break;
2450                 case 7:
2451                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2452                                 return true;
2453                         break;
2454                 }
2455         }
2456         return false;
2457 }
2458
2459 //==================================================================================
2460
2461 static void R_View_UpdateEntityVisible (void)
2462 {
2463         int i, renderimask;
2464         entity_render_t *ent;
2465
2466         if (!r_drawentities.integer)
2467                 return;
2468
2469         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2470         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2471         {
2472                 // worldmodel can check visibility
2473                 for (i = 0;i < r_refdef.scene.numentities;i++)
2474                 {
2475                         ent = r_refdef.scene.entities[i];
2476                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2477
2478                 }
2479                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2480                 {
2481                         for (i = 0;i < r_refdef.scene.numentities;i++)
2482                         {
2483                                 ent = r_refdef.scene.entities[i];
2484                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2485                                 {
2486                                         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))
2487                                                 ent->last_trace_visibility = realtime;
2488                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2489                                                 r_refdef.viewcache.entityvisible[i] = 0;
2490                                 }
2491                         }
2492                 }
2493         }
2494         else
2495         {
2496                 // no worldmodel or it can't check visibility
2497                 for (i = 0;i < r_refdef.scene.numentities;i++)
2498                 {
2499                         ent = r_refdef.scene.entities[i];
2500                         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));
2501                 }
2502         }
2503 }
2504
2505 // only used if skyrendermasked, and normally returns false
2506 int R_DrawBrushModelsSky (void)
2507 {
2508         int i, sky;
2509         entity_render_t *ent;
2510
2511         if (!r_drawentities.integer)
2512                 return false;
2513
2514         sky = false;
2515         for (i = 0;i < r_refdef.scene.numentities;i++)
2516         {
2517                 if (!r_refdef.viewcache.entityvisible[i])
2518                         continue;
2519                 ent = r_refdef.scene.entities[i];
2520                 if (!ent->model || !ent->model->DrawSky)
2521                         continue;
2522                 ent->model->DrawSky(ent);
2523                 sky = true;
2524         }
2525         return sky;
2526 }
2527
2528 static void R_DrawNoModel(entity_render_t *ent);
2529 static void R_DrawModels(void)
2530 {
2531         int i;
2532         entity_render_t *ent;
2533
2534         if (!r_drawentities.integer)
2535                 return;
2536
2537         for (i = 0;i < r_refdef.scene.numentities;i++)
2538         {
2539                 if (!r_refdef.viewcache.entityvisible[i])
2540                         continue;
2541                 ent = r_refdef.scene.entities[i];
2542                 r_refdef.stats.entities++;
2543                 if (ent->model && ent->model->Draw != NULL)
2544                         ent->model->Draw(ent);
2545                 else
2546                         R_DrawNoModel(ent);
2547         }
2548 }
2549
2550 static void R_DrawModelsDepth(void)
2551 {
2552         int i;
2553         entity_render_t *ent;
2554
2555         if (!r_drawentities.integer)
2556                 return;
2557
2558         for (i = 0;i < r_refdef.scene.numentities;i++)
2559         {
2560                 if (!r_refdef.viewcache.entityvisible[i])
2561                         continue;
2562                 ent = r_refdef.scene.entities[i];
2563                 if (ent->model && ent->model->DrawDepth != NULL)
2564                         ent->model->DrawDepth(ent);
2565         }
2566 }
2567
2568 static void R_DrawModelsDebug(void)
2569 {
2570         int i;
2571         entity_render_t *ent;
2572
2573         if (!r_drawentities.integer)
2574                 return;
2575
2576         for (i = 0;i < r_refdef.scene.numentities;i++)
2577         {
2578                 if (!r_refdef.viewcache.entityvisible[i])
2579                         continue;
2580                 ent = r_refdef.scene.entities[i];
2581                 if (ent->model && ent->model->DrawDebug != NULL)
2582                         ent->model->DrawDebug(ent);
2583         }
2584 }
2585
2586 static void R_DrawModelsAddWaterPlanes(void)
2587 {
2588         int i;
2589         entity_render_t *ent;
2590
2591         if (!r_drawentities.integer)
2592                 return;
2593
2594         for (i = 0;i < r_refdef.scene.numentities;i++)
2595         {
2596                 if (!r_refdef.viewcache.entityvisible[i])
2597                         continue;
2598                 ent = r_refdef.scene.entities[i];
2599                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2600                         ent->model->DrawAddWaterPlanes(ent);
2601         }
2602 }
2603
2604 static void R_View_SetFrustum(void)
2605 {
2606         int i;
2607         double slopex, slopey;
2608         vec3_t forward, left, up, origin;
2609
2610         // we can't trust r_refdef.view.forward and friends in reflected scenes
2611         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2612
2613 #if 0
2614         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2615         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2616         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2617         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2618         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2619         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2620         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2621         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2622         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2623         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2624         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2625         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2626 #endif
2627
2628 #if 0
2629         zNear = r_refdef.nearclip;
2630         nudge = 1.0 - 1.0 / (1<<23);
2631         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2632         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2633         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2634         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2635         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2636         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2637         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2638         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2639 #endif
2640
2641
2642
2643 #if 0
2644         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2645         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2646         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2647         r_refdef.view.frustum[0].dist = m[15] - m[12];
2648
2649         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2650         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2651         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2652         r_refdef.view.frustum[1].dist = m[15] + m[12];
2653
2654         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2655         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2656         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2657         r_refdef.view.frustum[2].dist = m[15] - m[13];
2658
2659         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2660         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2661         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2662         r_refdef.view.frustum[3].dist = m[15] + m[13];
2663
2664         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2665         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2666         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2667         r_refdef.view.frustum[4].dist = m[15] - m[14];
2668
2669         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2670         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2671         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2672         r_refdef.view.frustum[5].dist = m[15] + m[14];
2673 #endif
2674
2675         if (r_refdef.view.useperspective)
2676         {
2677                 slopex = 1.0 / r_refdef.view.frustum_x;
2678                 slopey = 1.0 / r_refdef.view.frustum_y;
2679                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2680                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2681                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2682                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2683                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2684
2685                 // Leaving those out was a mistake, those were in the old code, and they
2686                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2687                 // I couldn't reproduce it after adding those normalizations. --blub
2688                 VectorNormalize(r_refdef.view.frustum[0].normal);
2689                 VectorNormalize(r_refdef.view.frustum[1].normal);
2690                 VectorNormalize(r_refdef.view.frustum[2].normal);
2691                 VectorNormalize(r_refdef.view.frustum[3].normal);
2692
2693                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2694                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2695                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2696                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2697                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2698
2699                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2700                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2701                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2702                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2703                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2704         }
2705         else
2706         {
2707                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2708                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2709                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2710                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2711                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2712                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2713                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2714                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2715                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2716                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2717         }
2718         r_refdef.view.numfrustumplanes = 5;
2719
2720         if (r_refdef.view.useclipplane)
2721         {
2722                 r_refdef.view.numfrustumplanes = 6;
2723                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2724         }
2725
2726         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2727                 PlaneClassify(r_refdef.view.frustum + i);
2728
2729         // LordHavoc: note to all quake engine coders, Quake had a special case
2730         // for 90 degrees which assumed a square view (wrong), so I removed it,
2731         // Quake2 has it disabled as well.
2732
2733         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2734         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2735         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2736         //PlaneClassify(&frustum[0]);
2737
2738         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2739         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2740         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2741         //PlaneClassify(&frustum[1]);
2742
2743         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2744         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2745         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2746         //PlaneClassify(&frustum[2]);
2747
2748         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2749         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2750         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2751         //PlaneClassify(&frustum[3]);
2752
2753         // nearclip plane
2754         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2755         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2756         //PlaneClassify(&frustum[4]);
2757 }
2758
2759 void R_View_Update(void)
2760 {
2761         R_View_SetFrustum();
2762         R_View_WorldVisibility(r_refdef.view.useclipplane);
2763         R_View_UpdateEntityVisible();
2764 }
2765
2766 void R_SetupView(qboolean allowwaterclippingplane)
2767 {
2768         if (!r_refdef.view.useperspective)
2769                 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);
2770         else if (gl_stencil && r_useinfinitefarclip.integer)
2771                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2772         else
2773                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2774
2775         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2776
2777         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2778         {
2779                 // LordHavoc: couldn't figure out how to make this approach the
2780                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2781                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2782                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2783                         dist = r_refdef.view.clipplane.dist;
2784                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2785         }
2786 }
2787
2788 void R_ResetViewRendering2D(void)
2789 {
2790         DrawQ_Finish();
2791
2792         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2793         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2794         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2795         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2796         GL_Color(1, 1, 1, 1);
2797         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2798         GL_BlendFunc(GL_ONE, GL_ZERO);
2799         GL_AlphaTest(false);
2800         GL_ScissorTest(false);
2801         GL_DepthMask(false);
2802         GL_DepthRange(0, 1);
2803         GL_DepthTest(false);
2804         R_Mesh_Matrix(&identitymatrix);
2805         R_Mesh_ResetTextureState();
2806         GL_PolygonOffset(0, 0);
2807         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2808         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2809         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2810         qglStencilMask(~0);CHECKGLERROR
2811         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2812         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2813         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2814         R_SetupGenericShader(true);
2815 }
2816
2817 void R_ResetViewRendering3D(void)
2818 {
2819         DrawQ_Finish();
2820
2821         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2822         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2823         R_SetupView(true);
2824         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2825         GL_Color(1, 1, 1, 1);
2826         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2827         GL_BlendFunc(GL_ONE, GL_ZERO);
2828         GL_AlphaTest(false);
2829         GL_ScissorTest(true);
2830         GL_DepthMask(true);
2831         GL_DepthRange(0, 1);
2832         GL_DepthTest(true);
2833         R_Mesh_Matrix(&identitymatrix);
2834         R_Mesh_ResetTextureState();
2835         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2836         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2837         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2838         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2839         qglStencilMask(~0);CHECKGLERROR
2840         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2841         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2842         GL_CullFace(r_refdef.view.cullface_back);
2843         R_SetupGenericShader(true);
2844 }
2845
2846 void R_RenderScene(qboolean addwaterplanes);
2847
2848 static void R_Water_StartFrame(void)
2849 {
2850         int i;
2851         int waterwidth, waterheight, texturewidth, textureheight;
2852         r_waterstate_waterplane_t *p;
2853
2854         // set waterwidth and waterheight to the water resolution that will be
2855         // used (often less than the screen resolution for faster rendering)
2856         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2857         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2858
2859         // calculate desired texture sizes
2860         // can't use water if the card does not support the texture size
2861         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2862                 texturewidth = textureheight = waterwidth = waterheight = 0;
2863         else if (gl_support_arb_texture_non_power_of_two)
2864         {
2865                 texturewidth = waterwidth;
2866                 textureheight = waterheight;
2867         }
2868         else
2869         {
2870                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2871                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2872         }
2873
2874         // allocate textures as needed
2875         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2876         {
2877                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2878                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2879                 {
2880                         if (p->texture_refraction)
2881                                 R_FreeTexture(p->texture_refraction);
2882                         p->texture_refraction = NULL;
2883                         if (p->texture_reflection)
2884                                 R_FreeTexture(p->texture_reflection);
2885                         p->texture_reflection = NULL;
2886                 }
2887                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2888                 r_waterstate.waterwidth = waterwidth;
2889                 r_waterstate.waterheight = waterheight;
2890                 r_waterstate.texturewidth = texturewidth;
2891                 r_waterstate.textureheight = textureheight;
2892         }
2893
2894         if (r_waterstate.waterwidth)
2895         {
2896                 r_waterstate.enabled = true;
2897
2898                 // set up variables that will be used in shader setup
2899                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2900                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2901                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2902                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2903         }
2904
2905         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2906         r_waterstate.numwaterplanes = 0;
2907 }
2908
2909 static void R_Water_AddWaterPlane(msurface_t *surface)
2910 {
2911         int triangleindex, planeindex;
2912         const int *e;
2913         vec3_t vert[3];
2914         vec3_t normal;
2915         vec3_t center;
2916         mplane_t plane;
2917         r_waterstate_waterplane_t *p;
2918         // just use the first triangle with a valid normal for any decisions
2919         VectorClear(normal);
2920         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2921         {
2922                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2923                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2924                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2925                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2926                 if (VectorLength2(normal) >= 0.001)
2927                         break;
2928         }
2929
2930         VectorCopy(normal, plane.normal);
2931         VectorNormalize(plane.normal);
2932         plane.dist = DotProduct(vert[0], plane.normal);
2933         PlaneClassify(&plane);
2934         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2935         {
2936                 // skip backfaces (except if nocullface is set)
2937                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2938                         return;
2939                 VectorNegate(plane.normal, plane.normal);
2940                 plane.dist *= -1;
2941                 PlaneClassify(&plane);
2942         }
2943
2944
2945         // find a matching plane if there is one
2946         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2947                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2948                         break;
2949         if (planeindex >= r_waterstate.maxwaterplanes)
2950                 return; // nothing we can do, out of planes
2951
2952         // if this triangle does not fit any known plane rendered this frame, add one
2953         if (planeindex >= r_waterstate.numwaterplanes)
2954         {
2955                 // store the new plane
2956                 r_waterstate.numwaterplanes++;
2957                 p->plane = plane;
2958                 // clear materialflags and pvs
2959                 p->materialflags = 0;
2960                 p->pvsvalid = false;
2961         }
2962         // merge this surface's materialflags into the waterplane
2963         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2964         // merge this surface's PVS into the waterplane
2965         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2966         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2967          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2968         {
2969                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2970                 p->pvsvalid = true;
2971         }
2972 }
2973
2974 static void R_Water_ProcessPlanes(void)
2975 {
2976         r_refdef_view_t originalview;
2977         int planeindex;
2978         r_waterstate_waterplane_t *p;
2979
2980         originalview = r_refdef.view;
2981
2982         // make sure enough textures are allocated
2983         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2984         {
2985                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2986                 {
2987                         if (!p->texture_refraction)
2988                                 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);
2989                         if (!p->texture_refraction)
2990                                 goto error;
2991                 }
2992
2993                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2994                 {
2995                         if (!p->texture_reflection)
2996                                 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);
2997                         if (!p->texture_reflection)
2998                                 goto error;
2999                 }
3000         }
3001
3002         // render views
3003         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3004         {
3005                 r_refdef.view.showdebug = false;
3006                 r_refdef.view.width = r_waterstate.waterwidth;
3007                 r_refdef.view.height = r_waterstate.waterheight;
3008                 r_refdef.view.useclipplane = true;
3009                 r_waterstate.renderingscene = true;
3010
3011                 // render the normal view scene and copy into texture
3012                 // (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)
3013                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3014                 {
3015                         r_refdef.view.clipplane = p->plane;
3016                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3017                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3018                         PlaneClassify(&r_refdef.view.clipplane);
3019
3020                         R_RenderScene(false);
3021
3022                         // copy view into the screen texture
3023                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3024                         GL_ActiveTexture(0);
3025                         CHECKGLERROR
3026                         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
3027                 }
3028
3029                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3030                 {
3031                         // render reflected scene and copy into texture
3032                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3033                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3034                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3035                         r_refdef.view.clipplane = p->plane;
3036                         // reverse the cullface settings for this render
3037                         r_refdef.view.cullface_front = GL_FRONT;
3038                         r_refdef.view.cullface_back = GL_BACK;
3039                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3040                         {
3041                                 r_refdef.view.usecustompvs = true;
3042                                 if (p->pvsvalid)
3043                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3044                                 else
3045                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3046                         }
3047
3048                         R_ResetViewRendering3D();
3049                         R_ClearScreen(r_refdef.fogenabled);
3050                         if (r_timereport_active)
3051                                 R_TimeReport("viewclear");
3052
3053                         R_RenderScene(false);
3054
3055                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3056                         GL_ActiveTexture(0);
3057                         CHECKGLERROR
3058                         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
3059
3060                         R_ResetViewRendering3D();
3061                         R_ClearScreen(r_refdef.fogenabled);
3062                         if (r_timereport_active)
3063                                 R_TimeReport("viewclear");
3064                 }
3065
3066                 r_refdef.view = originalview;
3067                 r_refdef.view.clear = true;
3068                 r_waterstate.renderingscene = false;
3069         }
3070         return;
3071 error:
3072         r_refdef.view = originalview;
3073         r_waterstate.renderingscene = false;
3074         Cvar_SetValueQuick(&r_water, 0);
3075         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3076         return;
3077 }
3078
3079 void R_Bloom_StartFrame(void)
3080 {
3081         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3082
3083         // set bloomwidth and bloomheight to the bloom resolution that will be
3084         // used (often less than the screen resolution for faster rendering)
3085         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3086         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3087         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3088         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3089         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3090
3091         // calculate desired texture sizes
3092         if (gl_support_arb_texture_non_power_of_two)
3093         {
3094                 screentexturewidth = r_refdef.view.width;
3095                 screentextureheight = r_refdef.view.height;
3096                 bloomtexturewidth = r_bloomstate.bloomwidth;
3097                 bloomtextureheight = r_bloomstate.bloomheight;
3098         }
3099         else
3100         {
3101                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3102                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3103                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3104                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3105         }
3106
3107         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))
3108         {
3109                 Cvar_SetValueQuick(&r_hdr, 0);
3110                 Cvar_SetValueQuick(&r_bloom, 0);
3111         }
3112
3113         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3114                 screentexturewidth = screentextureheight = 0;
3115         if (!r_hdr.integer && !r_bloom.integer)
3116                 bloomtexturewidth = bloomtextureheight = 0;
3117
3118         // allocate textures as needed
3119         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3120         {
3121                 if (r_bloomstate.texture_screen)
3122                         R_FreeTexture(r_bloomstate.texture_screen);
3123                 r_bloomstate.texture_screen = NULL;
3124                 r_bloomstate.screentexturewidth = screentexturewidth;
3125                 r_bloomstate.screentextureheight = screentextureheight;
3126                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3127                         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);
3128         }
3129         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3130         {
3131                 if (r_bloomstate.texture_bloom)
3132                         R_FreeTexture(r_bloomstate.texture_bloom);
3133                 r_bloomstate.texture_bloom = NULL;
3134                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3135                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3136                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3137                         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);
3138         }
3139
3140         // set up a texcoord array for the full resolution screen image
3141         // (we have to keep this around to copy back during final render)
3142         r_bloomstate.screentexcoord2f[0] = 0;
3143         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3144         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3145         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3146         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3147         r_bloomstate.screentexcoord2f[5] = 0;
3148         r_bloomstate.screentexcoord2f[6] = 0;
3149         r_bloomstate.screentexcoord2f[7] = 0;
3150
3151         // set up a texcoord array for the reduced resolution bloom image
3152         // (which will be additive blended over the screen image)
3153         r_bloomstate.bloomtexcoord2f[0] = 0;
3154         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3155         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3156         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3157         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3158         r_bloomstate.bloomtexcoord2f[5] = 0;
3159         r_bloomstate.bloomtexcoord2f[6] = 0;
3160         r_bloomstate.bloomtexcoord2f[7] = 0;
3161
3162         if (r_hdr.integer || r_bloom.integer)
3163         {
3164                 r_bloomstate.enabled = true;
3165                 r_bloomstate.hdr = r_hdr.integer != 0;
3166         }
3167 }
3168
3169 void R_Bloom_CopyBloomTexture(float colorscale)
3170 {
3171         r_refdef.stats.bloom++;
3172
3173         // scale down screen texture to the bloom texture size
3174         CHECKGLERROR
3175         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3176         GL_BlendFunc(GL_ONE, GL_ZERO);
3177         GL_Color(colorscale, colorscale, colorscale, 1);
3178         // TODO: optimize with multitexture or GLSL
3179         R_SetupGenericShader(true);
3180         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3181         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3182         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3183         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3184
3185         // we now have a bloom image in the framebuffer
3186         // copy it into the bloom image texture for later processing
3187         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3188         GL_ActiveTexture(0);
3189         CHECKGLERROR
3190         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
3191         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3192 }
3193
3194 void R_Bloom_CopyHDRTexture(void)
3195 {
3196         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3197         GL_ActiveTexture(0);
3198         CHECKGLERROR
3199         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
3200         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3201 }
3202
3203 void R_Bloom_MakeTexture(void)
3204 {
3205         int x, range, dir;
3206         float xoffset, yoffset, r, brighten;
3207
3208         r_refdef.stats.bloom++;
3209
3210         R_ResetViewRendering2D();
3211         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3212         R_Mesh_ColorPointer(NULL, 0, 0);
3213         R_SetupGenericShader(true);
3214
3215         // we have a bloom image in the framebuffer
3216         CHECKGLERROR
3217         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3218
3219         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3220         {
3221                 x *= 2;
3222                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3223                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3224                 GL_Color(r, r, r, 1);
3225                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3226                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3227                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3228                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3229
3230                 // copy the vertically blurred bloom view to a texture
3231                 GL_ActiveTexture(0);
3232                 CHECKGLERROR
3233                 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
3234                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3235         }
3236
3237         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3238         brighten = r_bloom_brighten.value;
3239         if (r_hdr.integer)
3240                 brighten *= r_hdr_range.value;
3241         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3243
3244         for (dir = 0;dir < 2;dir++)
3245         {
3246                 // blend on at multiple vertical offsets to achieve a vertical blur
3247                 // TODO: do offset blends using GLSL
3248                 GL_BlendFunc(GL_ONE, GL_ZERO);
3249                 for (x = -range;x <= range;x++)
3250                 {
3251                         if (!dir){xoffset = 0;yoffset = x;}
3252                         else {xoffset = x;yoffset = 0;}
3253                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3254                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3255                         // compute a texcoord array with the specified x and y offset
3256                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3257                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3258                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3259                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3260                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3261                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3262                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3263                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3264                         // this r value looks like a 'dot' particle, fading sharply to
3265                         // black at the edges
3266                         // (probably not realistic but looks good enough)
3267                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3268                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3269                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3270                         GL_Color(r, r, r, 1);
3271                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3272                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3273                         GL_BlendFunc(GL_ONE, GL_ONE);
3274                 }
3275
3276                 // copy the vertically blurred bloom view to a texture
3277                 GL_ActiveTexture(0);
3278                 CHECKGLERROR
3279                 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
3280                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3281         }
3282
3283         // apply subtract last
3284         // (just like it would be in a GLSL shader)
3285         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3286         {
3287                 GL_BlendFunc(GL_ONE, GL_ZERO);
3288                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3289                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3290                 GL_Color(1, 1, 1, 1);
3291                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3292                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3293
3294                 GL_BlendFunc(GL_ONE, GL_ONE);
3295                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3296                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3297                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3299                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3300                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3302
3303                 // copy the darkened bloom view to a texture
3304                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305                 GL_ActiveTexture(0);
3306                 CHECKGLERROR
3307                 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
3308                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3309         }
3310 }
3311
3312 void R_HDR_RenderBloomTexture(void)
3313 {
3314         int oldwidth, oldheight;
3315         float oldcolorscale;
3316
3317         oldcolorscale = r_refdef.view.colorscale;
3318         oldwidth = r_refdef.view.width;
3319         oldheight = r_refdef.view.height;
3320         r_refdef.view.width = r_bloomstate.bloomwidth;
3321         r_refdef.view.height = r_bloomstate.bloomheight;
3322
3323         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3324         // TODO: add exposure compensation features
3325         // TODO: add fp16 framebuffer support
3326
3327         r_refdef.view.showdebug = false;
3328         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3329
3330         R_ClearScreen(r_refdef.fogenabled);
3331         if (r_timereport_active)
3332                 R_TimeReport("HDRclear");
3333
3334         r_waterstate.numwaterplanes = 0;
3335         R_RenderScene(r_waterstate.enabled);
3336         r_refdef.view.showdebug = true;
3337
3338         R_ResetViewRendering2D();
3339
3340         R_Bloom_CopyHDRTexture();
3341         R_Bloom_MakeTexture();
3342
3343         // restore the view settings
3344         r_refdef.view.width = oldwidth;
3345         r_refdef.view.height = oldheight;
3346         r_refdef.view.colorscale = oldcolorscale;
3347
3348         R_ResetViewRendering3D();
3349
3350         R_ClearScreen(r_refdef.fogenabled);
3351         if (r_timereport_active)
3352                 R_TimeReport("viewclear");
3353 }
3354
3355 static void R_BlendView(void)
3356 {
3357         if (r_bloomstate.texture_screen)
3358         {
3359                 // copy view into the screen texture
3360                 R_ResetViewRendering2D();
3361                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3362                 R_Mesh_ColorPointer(NULL, 0, 0);
3363                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3364                 GL_ActiveTexture(0);CHECKGLERROR
3365                 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
3366                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3367         }
3368
3369         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3370         {
3371                 unsigned int permutation =
3372                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3373                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3374                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3375                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3376
3377                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3378                 {
3379                         // render simple bloom effect
3380                         // copy the screen and shrink it and darken it for the bloom process
3381                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3382                         // make the bloom texture
3383                         R_Bloom_MakeTexture();
3384                 }
3385
3386                 R_ResetViewRendering2D();
3387                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3388                 R_Mesh_ColorPointer(NULL, 0, 0);
3389                 GL_Color(1, 1, 1, 1);
3390                 GL_BlendFunc(GL_ONE, GL_ZERO);
3391                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3392                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3393                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3394                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3395                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3396                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3397                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3398                 if (r_glsl_permutation->loc_TintColor >= 0)
3399                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3400                 if (r_glsl_permutation->loc_ClientTime >= 0)
3401                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3402                 if (r_glsl_permutation->loc_PixelSize >= 0)
3403                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3404                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3405                 {
3406                         float a=0, b=0, c=0, d=0;
3407                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3408                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3409                 }
3410                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3411                 {
3412                         float a=0, b=0, c=0, d=0;
3413                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3414                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3415                 }
3416                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3417                 {
3418                         float a=0, b=0, c=0, d=0;
3419                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3420                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3421                 }
3422                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3423                 {
3424                         float a=0, b=0, c=0, d=0;
3425                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3426                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3427                 }
3428                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3429                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3430                 return;
3431         }
3432
3433
3434
3435         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3436         {
3437                 // render high dynamic range bloom effect
3438                 // the bloom texture was made earlier this render, so we just need to
3439                 // blend it onto the screen...
3440                 R_ResetViewRendering2D();
3441                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3442                 R_Mesh_ColorPointer(NULL, 0, 0);
3443                 R_SetupGenericShader(true);
3444                 GL_Color(1, 1, 1, 1);
3445                 GL_BlendFunc(GL_ONE, GL_ONE);
3446                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3447                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3448                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3449                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3450         }
3451         else if (r_bloomstate.texture_bloom)
3452         {
3453                 // render simple bloom effect
3454                 // copy the screen and shrink it and darken it for the bloom process
3455                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3456                 // make the bloom texture
3457                 R_Bloom_MakeTexture();
3458                 // put the original screen image back in place and blend the bloom
3459                 // texture on it
3460                 R_ResetViewRendering2D();
3461                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3462                 R_Mesh_ColorPointer(NULL, 0, 0);
3463                 GL_Color(1, 1, 1, 1);
3464                 GL_BlendFunc(GL_ONE, GL_ZERO);
3465                 // do both in one pass if possible
3466                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3467                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3468                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3469                 {
3470                         R_SetupGenericTwoTextureShader(GL_ADD);
3471                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3472                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3473                 }
3474                 else
3475                 {
3476                         R_SetupGenericShader(true);
3477                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3478                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3479                         // now blend on the bloom texture
3480                         GL_BlendFunc(GL_ONE, GL_ONE);
3481                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3482                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3483                 }
3484                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3485                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3486         }
3487         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3488         {
3489                 // apply a color tint to the whole view
3490                 R_ResetViewRendering2D();
3491                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3492                 R_Mesh_ColorPointer(NULL, 0, 0);
3493                 R_SetupGenericShader(false);
3494                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3495                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3496                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3497         }
3498 }
3499
3500 void R_RenderScene(qboolean addwaterplanes);
3501
3502 matrix4x4_t r_waterscrollmatrix;
3503
3504 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3505 {
3506         if (r_refdef.fog_density)
3507         {
3508                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3509                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3510                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3511
3512                 {
3513                         vec3_t fogvec;
3514                         VectorCopy(r_refdef.fogcolor, fogvec);
3515                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3516                         {
3517                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3518                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3519                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3520                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3521                         }
3522                         //   color.rgb *= ContrastBoost * SceneBrightness;
3523                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3524                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3525                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3526                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3527                 }
3528         }
3529 }
3530
3531 void R_UpdateVariables(void)
3532 {
3533         R_Textures_Frame();
3534
3535         r_refdef.scene.ambient = r_ambient.value;
3536
3537         r_refdef.farclip = 4096;
3538         if (r_refdef.scene.worldmodel)
3539                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3540         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3541
3542         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3543                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3544         r_refdef.polygonfactor = 0;
3545         r_refdef.polygonoffset = 0;
3546         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3547         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3548
3549         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3550         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3551         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3552         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3553         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3554         if (r_showsurfaces.integer)
3555         {
3556                 r_refdef.scene.rtworld = false;
3557                 r_refdef.scene.rtworldshadows = false;
3558                 r_refdef.scene.rtdlight = false;
3559                 r_refdef.scene.rtdlightshadows = false;
3560                 r_refdef.lightmapintensity = 0;
3561         }
3562
3563         if (gamemode == GAME_NEHAHRA)
3564         {
3565                 if (gl_fogenable.integer)
3566                 {
3567                         r_refdef.oldgl_fogenable = true;
3568                         r_refdef.fog_density = gl_fogdensity.value;
3569                         r_refdef.fog_red = gl_fogred.value;
3570                         r_refdef.fog_green = gl_foggreen.value;
3571                         r_refdef.fog_blue = gl_fogblue.value;
3572                         r_refdef.fog_alpha = 1;
3573                         r_refdef.fog_start = 0;
3574                         r_refdef.fog_end = gl_skyclip.value;
3575                 }
3576                 else if (r_refdef.oldgl_fogenable)
3577                 {
3578                         r_refdef.oldgl_fogenable = false;
3579                         r_refdef.fog_density = 0;
3580                         r_refdef.fog_red = 0;
3581                         r_refdef.fog_green = 0;
3582                         r_refdef.fog_blue = 0;
3583                         r_refdef.fog_alpha = 0;
3584                         r_refdef.fog_start = 0;
3585                         r_refdef.fog_end = 0;
3586                 }
3587         }
3588
3589         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3590         r_refdef.fog_start = max(0, r_refdef.fog_start);
3591         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3592
3593         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3594
3595         if (r_refdef.fog_density && r_drawfog.integer)
3596         {
3597                 r_refdef.fogenabled = true;
3598                 // this is the point where the fog reaches 0.9986 alpha, which we
3599                 // consider a good enough cutoff point for the texture
3600                 // (0.9986 * 256 == 255.6)
3601                 if (r_fog_exp2.integer)
3602                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3603                 else
3604                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3605                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3606                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3607                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3608                 // fog color was already set
3609                 // update the fog texture
3610                 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)
3611                         R_BuildFogTexture();
3612         }
3613         else
3614                 r_refdef.fogenabled = false;
3615
3616         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3617         {
3618                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3619                 {
3620                         // build GLSL gamma texture
3621 #define RAMPWIDTH 256
3622                         unsigned short ramp[RAMPWIDTH * 3];
3623                         unsigned char ramprgb[RAMPWIDTH][4];
3624                         int i;
3625
3626                         r_texture_gammaramps_serial = vid_gammatables_serial;
3627
3628                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3629                         for(i = 0; i < RAMPWIDTH; ++i)
3630                         {
3631                                 ramprgb[i][0] = ramp[i] >> 8;
3632                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3633                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3634                                 ramprgb[i][3] = 0;
3635                         }
3636                         if (r_texture_gammaramps)
3637                         {
3638                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3639                         }
3640                         else
3641                         {
3642                                 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);
3643                         }
3644                 }
3645         }
3646         else
3647         {
3648                 // remove GLSL gamma texture
3649         }
3650 }
3651
3652 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3653 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3654 /*
3655 ================
3656 R_SelectScene
3657 ================
3658 */
3659 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3660         if( scenetype != r_currentscenetype ) {
3661                 // store the old scenetype
3662                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3663                 r_currentscenetype = scenetype;
3664                 // move in the new scene
3665                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3666         }
3667 }
3668
3669 /*
3670 ================
3671 R_GetScenePointer
3672 ================
3673 */
3674 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3675 {
3676         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3677         if( scenetype == r_currentscenetype ) {
3678                 return &r_refdef.scene;
3679         } else {
3680                 return &r_scenes_store[ scenetype ];
3681         }
3682 }
3683
3684 /*
3685 ================
3686 R_RenderView
3687 ================
3688 */
3689 void R_RenderView(void)
3690 {
3691         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3692                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3693
3694         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3695
3696         // break apart the view matrix into vectors for various purposes
3697         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3698         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3699         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3700         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3701         // make an inverted copy of the view matrix for tracking sprites
3702         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3703
3704         R_Shadow_UpdateWorldLightSelection();
3705
3706         R_Bloom_StartFrame();
3707         R_Water_StartFrame();
3708
3709         CHECKGLERROR
3710         if (r_timereport_active)
3711                 R_TimeReport("viewsetup");
3712
3713         R_ResetViewRendering3D();
3714
3715         if (r_refdef.view.clear || r_refdef.fogenabled)
3716         {
3717                 R_ClearScreen(r_refdef.fogenabled);
3718                 if (r_timereport_active)
3719                         R_TimeReport("viewclear");
3720         } else {
3721                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3722                 GL_Clear( GL_DEPTH_BUFFER_BIT );
3723                 R_TimeReport("depthclear");
3724         }
3725         r_refdef.view.clear = true;
3726
3727         r_refdef.view.showdebug = true;
3728
3729         // this produces a bloom texture to be used in R_BlendView() later
3730         if (r_hdr.integer)
3731                 R_HDR_RenderBloomTexture();
3732
3733         r_waterstate.numwaterplanes = 0;
3734         R_RenderScene(r_waterstate.enabled);
3735
3736         R_BlendView();
3737         if (r_timereport_active)
3738                 R_TimeReport("blendview");
3739
3740         GL_Scissor(0, 0, vid.width, vid.height);
3741         GL_ScissorTest(false);
3742         CHECKGLERROR
3743 }
3744
3745 extern void R_DrawLightningBeams (void);
3746 extern void VM_CL_AddPolygonsToMeshQueue (void);
3747 extern void R_DrawPortals (void);
3748 extern cvar_t cl_locs_show;
3749 static void R_DrawLocs(void);
3750 static void R_DrawEntityBBoxes(void);
3751 void R_RenderScene(qboolean addwaterplanes)
3752 {
3753         r_refdef.stats.renders++;
3754
3755         R_UpdateFogColor();
3756
3757         if (addwaterplanes)
3758         {
3759                 R_ResetViewRendering3D();
3760
3761                 R_View_Update();
3762                 if (r_timereport_active)
3763                         R_TimeReport("watervis");
3764
3765                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3766                 {
3767                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3768                         if (r_timereport_active)
3769                                 R_TimeReport("waterworld");
3770                 }
3771
3772                 // don't let sound skip if going slow
3773                 if (r_refdef.scene.extraupdate)
3774                         S_ExtraUpdate ();
3775
3776                 R_DrawModelsAddWaterPlanes();
3777                 if (r_timereport_active)
3778                         R_TimeReport("watermodels");
3779
3780                 R_Water_ProcessPlanes();
3781                 if (r_timereport_active)
3782                         R_TimeReport("waterscenes");
3783         }
3784
3785         R_ResetViewRendering3D();
3786
3787         // don't let sound skip if going slow
3788         if (r_refdef.scene.extraupdate)
3789                 S_ExtraUpdate ();
3790
3791         R_MeshQueue_BeginScene();
3792
3793         R_SkyStartFrame();
3794
3795         R_View_Update();
3796         if (r_timereport_active)
3797                 R_TimeReport("visibility");
3798
3799         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);
3800
3801         if (cl.csqc_vidvars.drawworld)
3802         {
3803                 // don't let sound skip if going slow
3804                 if (r_refdef.scene.extraupdate)
3805                         S_ExtraUpdate ();
3806
3807                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3808                 {
3809                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3810                         if (r_timereport_active)
3811                                 R_TimeReport("worldsky");
3812                 }
3813
3814                 if (R_DrawBrushModelsSky() && r_timereport_active)
3815                         R_TimeReport("bmodelsky");
3816         }
3817
3818         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3819         {
3820                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3821                 if (r_timereport_active)
3822                         R_TimeReport("worlddepth");
3823         }
3824         if (r_depthfirst.integer >= 2)
3825         {
3826                 R_DrawModelsDepth();
3827                 if (r_timereport_active)
3828                         R_TimeReport("modeldepth");
3829         }
3830
3831         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3832         {
3833                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3834                 if (r_timereport_active)
3835                         R_TimeReport("world");
3836         }
3837
3838         // don't let sound skip if going slow
3839         if (r_refdef.scene.extraupdate)
3840                 S_ExtraUpdate ();
3841
3842         R_DrawModels();
3843         if (r_timereport_active)
3844                 R_TimeReport("models");
3845
3846         // don't let sound skip if going slow
3847         if (r_refdef.scene.extraupdate)
3848                 S_ExtraUpdate ();
3849
3850         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3851         {
3852                 R_DrawModelShadows();
3853
3854                 R_ResetViewRendering3D();
3855
3856                 // don't let sound skip if going slow
3857                 if (r_refdef.scene.extraupdate)
3858                         S_ExtraUpdate ();
3859         }
3860
3861         R_ShadowVolumeLighting(false);
3862         if (r_timereport_active)
3863                 R_TimeReport("rtlights");
3864
3865         // don't let sound skip if going slow
3866         if (r_refdef.scene.extraupdate)
3867                 S_ExtraUpdate ();
3868
3869         if (cl.csqc_vidvars.drawworld)
3870         {
3871                 R_DrawLightningBeams();
3872                 if (r_timereport_active)
3873                         R_TimeReport("lightning");
3874
3875                 R_DrawDecals();
3876                 if (r_timereport_active)
3877                         R_TimeReport("decals");
3878
3879                 R_DrawParticles();
3880                 if (r_timereport_active)
3881                         R_TimeReport("particles");
3882
3883                 R_DrawExplosions();
3884                 if (r_timereport_active)
3885                         R_TimeReport("explosions");
3886         }
3887
3888         R_SetupGenericShader(true);
3889         VM_CL_AddPolygonsToMeshQueue();
3890
3891         if (r_refdef.view.showdebug)
3892         {
3893                 if (cl_locs_show.integer)
3894                 {
3895                         R_DrawLocs();
3896                         if (r_timereport_active)
3897                                 R_TimeReport("showlocs");
3898                 }
3899
3900                 if (r_drawportals.integer)
3901                 {
3902                         R_DrawPortals();
3903                         if (r_timereport_active)
3904                                 R_TimeReport("portals");
3905                 }
3906
3907                 if (r_showbboxes.value > 0)
3908                 {
3909                         R_DrawEntityBBoxes();
3910                         if (r_timereport_active)
3911                                 R_TimeReport("bboxes");
3912                 }
3913         }
3914
3915         R_SetupGenericShader(true);
3916         R_MeshQueue_RenderTransparent();
3917         if (r_timereport_active)
3918                 R_TimeReport("drawtrans");
3919
3920         R_SetupGenericShader(true);
3921
3922         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))
3923         {
3924                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3925                 if (r_timereport_active)
3926                         R_TimeReport("worlddebug");
3927                 R_DrawModelsDebug();
3928                 if (r_timereport_active)
3929                         R_TimeReport("modeldebug");
3930         }
3931
3932         R_SetupGenericShader(true);
3933
3934         if (cl.csqc_vidvars.drawworld)
3935         {
3936                 R_DrawCoronas();
3937                 if (r_timereport_active)
3938                         R_TimeReport("coronas");
3939         }
3940
3941         // don't let sound skip if going slow
3942         if (r_refdef.scene.extraupdate)
3943                 S_ExtraUpdate ();
3944
3945         R_ResetViewRendering2D();
3946 }
3947
3948 static const int bboxelements[36] =
3949 {
3950         5, 1, 3, 5, 3, 7,
3951         6, 2, 0, 6, 0, 4,
3952         7, 3, 2, 7, 2, 6,
3953         4, 0, 1, 4, 1, 5,
3954         4, 5, 7, 4, 7, 6,
3955         1, 0, 2, 1, 2, 3,
3956 };
3957
3958 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3959 {
3960         int i;
3961         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3962         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3963         GL_DepthMask(false);
3964         GL_DepthRange(0, 1);
3965         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3966         R_Mesh_Matrix(&identitymatrix);
3967         R_Mesh_ResetTextureState();
3968
3969         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3970         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3971         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3972         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3973         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3974         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3975         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3976         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3977         R_FillColors(color4f, 8, cr, cg, cb, ca);
3978         if (r_refdef.fogenabled)
3979         {
3980                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3981                 {
3982                         f1 = FogPoint_World(v);
3983                         f2 = 1 - f1;
3984                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3985                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3986                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3987                 }
3988         }
3989         R_Mesh_VertexPointer(vertex3f, 0, 0);
3990         R_Mesh_ColorPointer(color4f, 0, 0);
3991         R_Mesh_ResetTextureState();
3992         R_SetupGenericShader(false);
3993         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3994 }
3995
3996 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3997 {
3998         int i;
3999         float color[4];
4000         prvm_edict_t *edict;
4001         // this function draws bounding boxes of server entities
4002         if (!sv.active)
4003                 return;
4004         GL_CullFace(GL_NONE);
4005         R_SetupGenericShader(false);
4006         SV_VM_Begin();
4007         for (i = 0;i < numsurfaces;i++)
4008         {
4009                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4010                 switch ((int)edict->fields.server->solid)
4011                 {
4012                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4013                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4014                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4015                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4016                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4017                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4018                 }
4019                 color[3] *= r_showbboxes.value;
4020                 color[3] = bound(0, color[3], 1);
4021                 GL_DepthTest(!r_showdisabledepthtest.integer);
4022                 GL_CullFace(r_refdef.view.cullface_front);
4023                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4024         }
4025         SV_VM_End();
4026 }
4027
4028 static void R_DrawEntityBBoxes(void)
4029 {
4030         int i;
4031         prvm_edict_t *edict;
4032         vec3_t center;
4033         // this function draws bounding boxes of server entities
4034         if (!sv.active)
4035                 return;
4036         SV_VM_Begin();
4037         for (i = 0;i < prog->num_edicts;i++)
4038         {
4039                 edict = PRVM_EDICT_NUM(i);
4040                 if (edict->priv.server->free)
4041                         continue;
4042                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4043                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4044         }
4045         SV_VM_End();
4046 }
4047
4048 int nomodelelements[24] =
4049 {
4050         5, 2, 0,
4051         5, 1, 2,
4052         5, 0, 3,
4053         5, 3, 1,
4054         0, 2, 4,
4055         2, 1, 4,
4056         3, 0, 4,
4057         1, 3, 4
4058 };
4059
4060 float nomodelvertex3f[6*3] =
4061 {
4062         -16,   0,   0,
4063          16,   0,   0,
4064           0, -16,   0,
4065           0,  16,   0,
4066           0,   0, -16,
4067           0,   0,  16
4068 };
4069
4070 float nomodelcolor4f[6*4] =
4071 {
4072         0.0f, 0.0f, 0.5f, 1.0f,
4073         0.0f, 0.0f, 0.5f, 1.0f,
4074         0.0f, 0.5f, 0.0f, 1.0f,
4075         0.0f, 0.5f, 0.0f, 1.0f,
4076         0.5f, 0.0f, 0.0f, 1.0f,
4077         0.5f, 0.0f, 0.0f, 1.0f
4078 };
4079
4080 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4081 {
4082         int i;
4083         float f1, f2, *c;
4084         float color4f[6*4];
4085         // this is only called once per entity so numsurfaces is always 1, and
4086         // surfacelist is always {0}, so this code does not handle batches
4087         R_Mesh_Matrix(&ent->matrix);
4088
4089         if (ent->flags & EF_ADDITIVE)
4090         {
4091                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4092                 GL_DepthMask(false);
4093         }
4094         else if (ent->alpha < 1)
4095         {
4096                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4097                 GL_DepthMask(false);
4098         }
4099         else
4100         {
4101                 GL_BlendFunc(GL_ONE, GL_ZERO);
4102                 GL_DepthMask(true);
4103         }
4104         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4105         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4106         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4107         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4108         R_SetupGenericShader(false);
4109         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4110         if (r_refdef.fogenabled)
4111         {
4112                 vec3_t org;
4113                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4114                 R_Mesh_ColorPointer(color4f, 0, 0);
4115                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4116                 f1 = FogPoint_World(org);
4117                 f2 = 1 - f1;
4118                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4119                 {
4120                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4121                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4122                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4123                         c[3] *= ent->alpha;
4124                 }
4125         }
4126         else if (ent->alpha != 1)
4127         {
4128                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4129                 R_Mesh_ColorPointer(color4f, 0, 0);
4130                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4131                         c[3] *= ent->alpha;
4132         }
4133         else
4134                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4135         R_Mesh_ResetTextureState();
4136         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4137 }
4138
4139 void R_DrawNoModel(entity_render_t *ent)
4140 {
4141         vec3_t org;
4142         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4143         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4144                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4145         //else
4146         //      R_DrawNoModelCallback(ent, 0);
4147 }
4148
4149 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4150 {
4151         vec3_t right1, right2, diff, normal;
4152
4153         VectorSubtract (org2, org1, normal);
4154
4155         // calculate 'right' vector for start
4156         VectorSubtract (r_refdef.view.origin, org1, diff);
4157         CrossProduct (normal, diff, right1);
4158         VectorNormalize (right1);
4159
4160         // calculate 'right' vector for end
4161         VectorSubtract (r_refdef.view.origin, org2, diff);
4162         CrossProduct (normal, diff, right2);
4163         VectorNormalize (right2);
4164
4165         vert[ 0] = org1[0] + width * right1[0];
4166         vert[ 1] = org1[1] + width * right1[1];
4167         vert[ 2] = org1[2] + width * right1[2];
4168         vert[ 3] = org1[0] - width * right1[0];
4169         vert[ 4] = org1[1] - width * right1[1];
4170         vert[ 5] = org1[2] - width * right1[2];
4171         vert[ 6] = org2[0] - width * right2[0];
4172         vert[ 7] = org2[1] - width * right2[1];
4173         vert[ 8] = org2[2] - width * right2[2];
4174         vert[ 9] = org2[0] + width * right2[0];
4175         vert[10] = org2[1] + width * right2[1];
4176         vert[11] = org2[2] + width * right2[2];
4177 }
4178
4179 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4180
4181 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)
4182 {
4183         float fog = 1.0f;
4184         float vertex3f[12];
4185
4186         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4187                 fog = FogPoint_World(origin);
4188
4189         R_Mesh_Matrix(&identitymatrix);
4190         GL_BlendFunc(blendfunc1, blendfunc2);
4191
4192         if(v_flipped_state)
4193         {
4194                 scalex1 = -scalex1;
4195                 scalex2 = -scalex2;
4196                 GL_CullFace(r_refdef.view.cullface_front);
4197         }
4198         else
4199                 GL_CullFace(r_refdef.view.cullface_back);
4200         GL_CullFace(GL_NONE);
4201
4202         GL_DepthMask(false);
4203         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4204         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4205         GL_DepthTest(!depthdisable);
4206
4207         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4208         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4209         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4210         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4211         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4212         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4213         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4214         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4215         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4216         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4217         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4218         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4219
4220         R_Mesh_VertexPointer(vertex3f, 0, 0);
4221         R_Mesh_ColorPointer(NULL, 0, 0);
4222         R_Mesh_ResetTextureState();
4223         R_SetupGenericShader(true);
4224         R_Mesh_TexBind(0, R_GetTexture(texture));
4225         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4226         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4227         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4228         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4229
4230         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4231         {
4232                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4233                 GL_BlendFunc(blendfunc1, GL_ONE);
4234                 fog = 1 - fog;
4235                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4236                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4237         }
4238 }
4239
4240 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4241 {
4242         int i;
4243         float *vertex3f;
4244         float v[3];
4245         VectorSet(v, x, y, z);
4246         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4247                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4248                         break;
4249         if (i == mesh->numvertices)
4250         {
4251                 if (mesh->numvertices < mesh->maxvertices)
4252                 {
4253                         VectorCopy(v, vertex3f);
4254                         mesh->numvertices++;
4255                 }
4256                 return mesh->numvertices;
4257         }
4258         else
4259                 return i;
4260 }
4261
4262 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4263 {
4264         int i;
4265         int *e, element[3];
4266         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4267         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4268         e = mesh->element3i + mesh->numtriangles * 3;
4269         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4270         {
4271                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4272                 if (mesh->numtriangles < mesh->maxtriangles)
4273                 {
4274                         *e++ = element[0];
4275                         *e++ = element[1];
4276                         *e++ = element[2];
4277                         mesh->numtriangles++;
4278                 }
4279                 element[1] = element[2];
4280         }
4281 }
4282
4283 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4284 {
4285         int i;
4286         int *e, element[3];
4287         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4288         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4289         e = mesh->element3i + mesh->numtriangles * 3;
4290         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4291         {
4292                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4293                 if (mesh->numtriangles < mesh->maxtriangles)
4294                 {
4295                         *e++ = element[0];
4296                         *e++ = element[1];
4297                         *e++ = element[2];
4298                         mesh->numtriangles++;
4299                 }
4300                 element[1] = element[2];
4301         }
4302 }
4303
4304 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4305 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4306 {
4307         int planenum, planenum2;
4308         int w;
4309         int tempnumpoints;
4310         mplane_t *plane, *plane2;
4311         double maxdist;
4312         double temppoints[2][256*3];
4313         // figure out how large a bounding box we need to properly compute this brush
4314         maxdist = 0;
4315         for (w = 0;w < numplanes;w++)
4316                 maxdist = max(maxdist, planes[w].dist);
4317         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4318         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4319         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4320         {
4321                 w = 0;
4322                 tempnumpoints = 4;
4323                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4324                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4325                 {
4326                         if (planenum2 == planenum)
4327                                 continue;
4328                         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);
4329                         w = !w;
4330                 }
4331                 if (tempnumpoints < 3)
4332                         continue;
4333                 // generate elements forming a triangle fan for this polygon
4334                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4335         }
4336 }
4337
4338 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)
4339 {
4340         texturelayer_t *layer;
4341         layer = t->currentlayers + t->currentnumlayers++;
4342         layer->type = type;
4343         layer->depthmask = depthmask;
4344         layer->blendfunc1 = blendfunc1;
4345         layer->blendfunc2 = blendfunc2;
4346         layer->texture = texture;
4347         layer->texmatrix = *matrix;
4348         layer->color[0] = r * r_refdef.view.colorscale;
4349         layer->color[1] = g * r_refdef.view.colorscale;
4350         layer->color[2] = b * r_refdef.view.colorscale;
4351         layer->color[3] = a;
4352 }
4353
4354 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4355 {
4356         double index, f;
4357         index = parms[2] + r_refdef.scene.time * parms[3];
4358         index -= floor(index);
4359         switch (func)
4360         {
4361         default:
4362         case Q3WAVEFUNC_NONE:
4363         case Q3WAVEFUNC_NOISE:
4364         case Q3WAVEFUNC_COUNT:
4365                 f = 0;
4366                 break;
4367         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4368         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4369         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4370         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4371         case Q3WAVEFUNC_TRIANGLE:
4372                 index *= 4;
4373                 f = index - floor(index);
4374                 if (index < 1)
4375                         f = f;
4376                 else if (index < 2)
4377                         f = 1 - f;
4378                 else if (index < 3)
4379                         f = -f;
4380                 else
4381                         f = -(1 - f);
4382                 break;
4383         }
4384         return (float)(parms[0] + parms[1] * f);
4385 }
4386
4387 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4388 {
4389         int i;
4390         model_t *model = ent->model;
4391         float f;
4392         float tcmat[12];
4393         q3shaderinfo_layer_tcmod_t *tcmod;
4394
4395         if (t->basematerialflags & MATERIALFLAG_NODRAW)
4396         {
4397                 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4398                 return;
4399         }
4400
4401         // switch to an alternate material if this is a q1bsp animated material
4402         {
4403                 texture_t *texture = t;
4404                 int s = ent->skinnum;
4405                 if ((unsigned int)s >= (unsigned int)model->numskins)
4406                         s = 0;
4407                 if (model->skinscenes)
4408                 {
4409                         if (model->skinscenes[s].framecount > 1)
4410                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4411                         else
4412                                 s = model->skinscenes[s].firstframe;
4413                 }
4414                 if (s > 0)
4415                         t = t + s * model->num_surfaces;
4416                 if (t->animated)
4417                 {
4418                         // use an alternate animation if the entity's frame is not 0,
4419                         // and only if the texture has an alternate animation
4420                         if (ent->frame2 != 0 && t->anim_total[1])
4421                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4422                         else
4423                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4424                 }
4425                 texture->currentframe = t;
4426         }
4427
4428         // update currentskinframe to be a qw skin or animation frame
4429         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4430         {
4431                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4432                 {
4433                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4434                         if (developer_loading.integer)
4435                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4436                         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);
4437                 }
4438                 t->currentskinframe = r_qwskincache_skinframe[i];
4439                 if (t->currentskinframe == NULL)
4440                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4441         }
4442         else if (t->numskinframes >= 2)
4443                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4444         if (t->backgroundnumskinframes >= 2)
4445                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4446
4447         t->currentmaterialflags = t->basematerialflags;
4448         t->currentalpha = ent->alpha;
4449         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4450         {
4451                 t->currentalpha *= r_wateralpha.value;
4452                 /*
4453                  * FIXME what is this supposed to do?
4454                 // if rendering refraction/reflection, disable transparency
4455                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4456                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4457                 */
4458         }
4459         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4460                 t->currentalpha *= t->r_water_wateralpha;
4461         if(!r_waterstate.enabled)
4462                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4463         if (!(ent->flags & RENDER_LIGHT))
4464                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4465         else if (rsurface.modeltexcoordlightmap2f == NULL)
4466         {
4467                 // pick a model lighting mode
4468                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4469                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4470                 else
4471                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4472         }
4473         if (ent->effects & EF_ADDITIVE)
4474                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4475         else if (t->currentalpha < 1)
4476                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4477         if (ent->effects & EF_DOUBLESIDED)
4478                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4479         if (ent->effects & EF_NODEPTHTEST)
4480                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4481         if (ent->flags & RENDER_VIEWMODEL)
4482                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4483         if (t->backgroundnumskinframes)
4484                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4485         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4486         {
4487                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4488                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4489         }
4490         else
4491                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4492
4493         // there is no tcmod
4494         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4495                 t->currenttexmatrix = r_waterscrollmatrix;
4496
4497         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4498         {
4499                 matrix4x4_t matrix;
4500                 switch(tcmod->tcmod)
4501                 {
4502                 case Q3TCMOD_COUNT:
4503                 case Q3TCMOD_NONE:
4504                         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4505                                 matrix = r_waterscrollmatrix;
4506                         else
4507                                 matrix = identitymatrix;
4508                         break;
4509                 case Q3TCMOD_ENTITYTRANSLATE:
4510                         // this is used in Q3 to allow the gamecode to control texcoord
4511                         // scrolling on the entity, which is not supported in darkplaces yet.
4512                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4513                         break;
4514                 case Q3TCMOD_ROTATE:
4515                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4516                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4517                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4518                         break;
4519                 case Q3TCMOD_SCALE:
4520                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4521                         break;
4522                 case Q3TCMOD_SCROLL:
4523                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4524                         break;
4525                 case Q3TCMOD_STRETCH:
4526                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4527                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4528                         break;
4529                 case Q3TCMOD_TRANSFORM:
4530                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4531                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4532                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4533                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4534                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4535                         break;
4536                 case Q3TCMOD_TURBULENT:
4537                         // this is handled in the RSurf_PrepareVertices function
4538                         matrix = identitymatrix;
4539                         break;
4540                 }
4541                 // either replace or concatenate the transformation
4542                 if (i < 1)
4543                         t->currenttexmatrix = matrix;
4544                 else
4545                 {
4546                         matrix4x4_t temp = t->currenttexmatrix;
4547                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4548                 }
4549         }
4550
4551         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4552         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4553         t->glosstexture = r_texture_black;
4554         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4555         t->backgroundglosstexture = r_texture_black;
4556         t->specularpower = r_shadow_glossexponent.value;
4557         // TODO: store reference values for these in the texture?
4558         t->specularscale = 0;
4559         if (r_shadow_gloss.integer > 0)
4560         {
4561                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4562                 {
4563                         if (r_shadow_glossintensity.value > 0)
4564                         {
4565                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4566                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4567                                 t->specularscale = r_shadow_glossintensity.value;
4568                         }
4569                 }
4570                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4571                 {
4572                         t->glosstexture = r_texture_white;
4573                         t->backgroundglosstexture = r_texture_white;
4574                         t->specularscale = r_shadow_gloss2intensity.value;
4575                 }
4576         }
4577
4578         // lightmaps mode looks bad with dlights using actual texturing, so turn
4579         // off the colormap and glossmap, but leave the normalmap on as it still
4580         // accurately represents the shading involved
4581         if (gl_lightmaps.integer)
4582         {
4583                 t->basetexture = r_texture_grey128;
4584                 t->backgroundbasetexture = NULL;
4585                 t->specularscale = 0;
4586                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4587         }
4588
4589         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4590         VectorClear(t->dlightcolor);
4591         t->currentnumlayers = 0;
4592         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4593         {
4594                 int layerflags = 0;
4595                 int blendfunc1, blendfunc2, depthmask;
4596                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4597                 {
4598                         blendfunc1 = GL_SRC_ALPHA;
4599                         blendfunc2 = GL_ONE;
4600                 }
4601                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4602                 {
4603                         blendfunc1 = GL_SRC_ALPHA;
4604                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4605                 }
4606                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4607                 {
4608                         blendfunc1 = t->customblendfunc[0];
4609                         blendfunc2 = t->customblendfunc[1];
4610                 }
4611                 else
4612                 {
4613                         blendfunc1 = GL_ONE;
4614                         blendfunc2 = GL_ZERO;
4615                 }
4616                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4617                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4618                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4619                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4620                 {
4621                         // fullbright is not affected by r_refdef.lightmapintensity
4622                         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]);
4623                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4624                                 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]);
4625                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4626                                 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]);
4627                 }
4628                 else
4629                 {
4630                         vec3_t ambientcolor;
4631                         float colorscale;
4632                         // set the color tint used for lights affecting this surface
4633                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4634                         colorscale = 2;
4635                         // q3bsp has no lightmap updates, so the lightstylevalue that
4636                         // would normally be baked into the lightmap must be
4637                         // applied to the color
4638                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4639                         if (ent->model->type == mod_brushq3)
4640                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4641                         colorscale *= r_refdef.lightmapintensity;
4642                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4643                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4644                         // basic lit geometry
4645                         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]);
4646                         // add pants/shirt if needed
4647                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4648                                 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]);
4649                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4650                                 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]);
4651                         // now add ambient passes if needed
4652                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4653                         {
4654                                 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]);
4655                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4656                                         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]);
4657                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4658                                         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]);
4659                         }
4660                 }
4661                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4662                         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]);
4663                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4664                 {
4665                         // if this is opaque use alpha blend which will darken the earlier
4666                         // passes cheaply.
4667                         //
4668                         // if this is an alpha blended material, all the earlier passes
4669                         // were darkened by fog already, so we only need to add the fog
4670                         // color ontop through the fog mask texture
4671                         //
4672                         // if this is an additive blended material, all the earlier passes
4673                         // were darkened by fog already, and we should not add fog color
4674                         // (because the background was not darkened, there is no fog color
4675                         // that was lost behind it).
4676                         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]);
4677                 }
4678         }
4679 }
4680
4681 void R_UpdateAllTextureInfo(entity_render_t *ent)
4682 {
4683         int i;
4684         if (ent->model)
4685                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4686                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4687 }
4688
4689 rsurfacestate_t rsurface;
4690
4691 void R_Mesh_ResizeArrays(int newvertices)
4692 {
4693         float *base;
4694         if (rsurface.array_size >= newvertices)
4695                 return;
4696         if (rsurface.array_modelvertex3f)
4697                 Mem_Free(rsurface.array_modelvertex3f);
4698         rsurface.array_size = (newvertices + 1023) & ~1023;
4699         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4700         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4701         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4702         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4703         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4704         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4705         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4706         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4707         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4708         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4709         rsurface.array_color4f           = base + rsurface.array_size * 27;
4710         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4711 }
4712
4713 void RSurf_ActiveWorldEntity(void)
4714 {
4715         model_t *model = r_refdef.scene.worldmodel;
4716         if (rsurface.array_size < model->surfmesh.num_vertices)
4717                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4718         rsurface.matrix = identitymatrix;
4719         rsurface.inversematrix = identitymatrix;
4720         R_Mesh_Matrix(&identitymatrix);
4721         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4722         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4723         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4724         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4725         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4726         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4727         rsurface.frameblend[0].frame = 0;
4728         rsurface.frameblend[0].lerp = 1;
4729         rsurface.frameblend[1].frame = 0;
4730         rsurface.frameblend[1].lerp = 0;
4731         rsurface.frameblend[2].frame = 0;
4732         rsurface.frameblend[2].lerp = 0;
4733         rsurface.frameblend[3].frame = 0;
4734         rsurface.frameblend[3].lerp = 0;
4735         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4736         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4737         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4738         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4739         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4740         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4741         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4742         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4743         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4744         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4745         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4746         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4747         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4748         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4749         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4750         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4751         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4752         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4753         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4754         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4755         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4756         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4757         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4758         rsurface.modelelement3i = model->surfmesh.data_element3i;
4759         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4760         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4761         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4762         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4763         rsurface.modelsurfaces = model->data_surfaces;
4764         rsurface.generatedvertex = false;
4765         rsurface.vertex3f  = rsurface.modelvertex3f;
4766         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4767         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4768         rsurface.svector3f = rsurface.modelsvector3f;
4769         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4770         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4771         rsurface.tvector3f = rsurface.modeltvector3f;
4772         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4773         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4774         rsurface.normal3f  = rsurface.modelnormal3f;
4775         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4776         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4777         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4778 }
4779
4780 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4781 {
4782         model_t *model = ent->model;
4783         if (rsurface.array_size < model->surfmesh.num_vertices)
4784                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4785         rsurface.matrix = ent->matrix;
4786         rsurface.inversematrix = ent->inversematrix;
4787         R_Mesh_Matrix(&rsurface.matrix);
4788         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4789         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4790         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4791         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4792         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4793         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4794         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4795         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4796         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4797         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4798         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4799         rsurface.frameblend[0] = ent->frameblend[0];
4800         rsurface.frameblend[1] = ent->frameblend[1];
4801         rsurface.frameblend[2] = ent->frameblend[2];
4802         rsurface.frameblend[3] = ent->frameblend[3];
4803         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4804         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4805         if (ent->model->brush.submodel)
4806         {
4807                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4808                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4809         }
4810         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4811         {
4812                 if (wanttangents)
4813                 {
4814                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4815                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4816                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4817                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4818                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4819                 }
4820                 else if (wantnormals)
4821                 {
4822                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4823                         rsurface.modelsvector3f = NULL;
4824                         rsurface.modeltvector3f = NULL;
4825                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4826                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4827                 }
4828                 else
4829                 {
4830                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4831                         rsurface.modelsvector3f = NULL;
4832                         rsurface.modeltvector3f = NULL;
4833                         rsurface.modelnormal3f = NULL;
4834                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4835                 }
4836                 rsurface.modelvertex3f_bufferobject = 0;
4837                 rsurface.modelvertex3f_bufferoffset = 0;
4838                 rsurface.modelsvector3f_bufferobject = 0;
4839                 rsurface.modelsvector3f_bufferoffset = 0;
4840                 rsurface.modeltvector3f_bufferobject = 0;
4841                 rsurface.modeltvector3f_bufferoffset = 0;
4842                 rsurface.modelnormal3f_bufferobject = 0;
4843                 rsurface.modelnormal3f_bufferoffset = 0;
4844                 rsurface.generatedvertex = true;
4845         }
4846         else
4847         {
4848                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4849                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4850                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4851                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4852                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4853                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4854                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4855                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4856                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4857                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4858                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4859                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4860                 rsurface.generatedvertex = false;
4861         }
4862         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4863         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4864         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4865         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4866         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4867         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4868         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4869         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4870         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4871         rsurface.modelelement3i = model->surfmesh.data_element3i;
4872         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4873         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4874         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4875         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4876         rsurface.modelsurfaces = model->data_surfaces;
4877         rsurface.vertex3f  = rsurface.modelvertex3f;
4878         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4879         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4880         rsurface.svector3f = rsurface.modelsvector3f;
4881         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4882         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4883         rsurface.tvector3f = rsurface.modeltvector3f;
4884         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4885         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4886         rsurface.normal3f  = rsurface.modelnormal3f;
4887         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4888         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4889         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4890 }
4891
4892 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4893 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4894 {
4895         int deformindex;
4896         int texturesurfaceindex;
4897         int i, j;
4898         float amplitude;
4899         float animpos;
4900         float scale;
4901         const float *v1, *in_tc;
4902         float *out_tc;
4903         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4904         float waveparms[4];
4905         q3shaderinfo_deform_t *deform;
4906         // 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
4907         if (rsurface.generatedvertex)
4908         {
4909                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4910                         generatenormals = true;
4911                 for (i = 0;i < Q3MAXDEFORMS;i++)
4912                 {
4913                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4914                         {
4915                                 generatetangents = true;
4916                                 generatenormals = true;
4917                         }
4918                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4919                                 generatenormals = true;
4920                 }
4921                 if (generatenormals && !rsurface.modelnormal3f)
4922                 {
4923                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4924                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4925                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4926                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4927                 }
4928                 if (generatetangents && !rsurface.modelsvector3f)
4929                 {
4930                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4931                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4932                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4933                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4934                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4935                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4936                         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);
4937                 }
4938         }
4939         rsurface.vertex3f  = rsurface.modelvertex3f;
4940         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4941         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4942         rsurface.svector3f = rsurface.modelsvector3f;
4943         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4944         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4945         rsurface.tvector3f = rsurface.modeltvector3f;
4946         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4947         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4948         rsurface.normal3f  = rsurface.modelnormal3f;
4949         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4950         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4951         // if vertices are deformed (sprite flares and things in maps, possibly
4952         // water waves, bulges and other deformations), generate them into
4953         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4954         // (may be static model data or generated data for an animated model, or
4955         //  the previous deform pass)
4956         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4957         {
4958                 switch (deform->deform)
4959                 {
4960                 default:
4961                 case Q3DEFORM_PROJECTIONSHADOW:
4962                 case Q3DEFORM_TEXT0:
4963                 case Q3DEFORM_TEXT1:
4964                 case Q3DEFORM_TEXT2:
4965                 case Q3DEFORM_TEXT3:
4966                 case Q3DEFORM_TEXT4:
4967                 case Q3DEFORM_TEXT5:
4968                 case Q3DEFORM_TEXT6:
4969                 case Q3DEFORM_TEXT7:
4970                 case Q3DEFORM_NONE:
4971                         break;
4972                 case Q3DEFORM_AUTOSPRITE:
4973                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4974                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4975                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4976                         VectorNormalize(newforward);
4977                         VectorNormalize(newright);
4978                         VectorNormalize(newup);
4979                         // make deformed versions of only the model vertices used by the specified surfaces
4980                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4981                         {
4982                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4983                                 // a single autosprite surface can contain multiple sprites...
4984                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4985                                 {
4986                                         VectorClear(center);
4987                                         for (i = 0;i < 4;i++)
4988                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4989                                         VectorScale(center, 0.25f, center);
4990                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4991                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4992                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4993                                         for (i = 0;i < 4;i++)
4994                                         {
4995                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4996                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4997                                         }
4998                                 }
4999                                 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);
5000                                 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);
5001                         }
5002                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5003                         rsurface.vertex3f_bufferobject = 0;
5004                         rsurface.vertex3f_bufferoffset = 0;
5005                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5006                         rsurface.svector3f_bufferobject = 0;
5007                         rsurface.svector3f_bufferoffset = 0;
5008                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5009                         rsurface.tvector3f_bufferobject = 0;
5010                         rsurface.tvector3f_bufferoffset = 0;
5011                         rsurface.normal3f = rsurface.array_deformednormal3f;
5012                         rsurface.normal3f_bufferobject = 0;
5013                         rsurface.normal3f_bufferoffset = 0;
5014                         break;
5015                 case Q3DEFORM_AUTOSPRITE2:
5016                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5017                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5018                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5019                         VectorNormalize(newforward);
5020                         VectorNormalize(newright);
5021                         VectorNormalize(newup);
5022                         // make deformed versions of only the model vertices used by the specified surfaces
5023                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5024                         {
5025                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5026                                 const float *v1, *v2;
5027                                 vec3_t start, end;
5028                                 float f, l;
5029                                 struct
5030                                 {
5031                                         float length2;
5032                                         const float *v1;
5033                                         const float *v2;
5034                                 }
5035                                 shortest[2];
5036                                 memset(shortest, 0, sizeof(shortest));
5037                                 // a single autosprite surface can contain multiple sprites...
5038                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5039                                 {
5040                                         VectorClear(center);
5041                                         for (i = 0;i < 4;i++)
5042                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5043                                         VectorScale(center, 0.25f, center);
5044                                         // find the two shortest edges, then use them to define the
5045                                         // axis vectors for rotating around the central axis
5046                                         for (i = 0;i < 6;i++)
5047                                         {
5048                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5049                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5050 #if 0
5051                                                 Debug_PolygonBegin(NULL, 0);
5052                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5053                                                 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);
5054                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5055                                                 Debug_PolygonEnd();
5056 #endif
5057                                                 l = VectorDistance2(v1, v2);
5058                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5059                                                 if (v1[2] != v2[2])
5060                                                         l += (1.0f / 1024.0f);
5061                                                 if (shortest[0].length2 > l || i == 0)
5062                                                 {
5063                                                         shortest[1] = shortest[0];
5064                                                         shortest[0].length2 = l;
5065                                                         shortest[0].v1 = v1;
5066                                                         shortest[0].v2 = v2;
5067                                                 }
5068                                                 else if (shortest[1].length2 > l || i == 1)
5069                                                 {
5070                                                         shortest[1].length2 = l;
5071                                                         shortest[1].v1 = v1;
5072                                                         shortest[1].v2 = v2;
5073                                                 }
5074                                         }
5075                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5076                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5077 #if 0
5078                                         Debug_PolygonBegin(NULL, 0);
5079                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5080                                         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);
5081                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5082                                         Debug_PolygonEnd();
5083 #endif
5084                                         // this calculates the right vector from the shortest edge
5085                                         // and the up vector from the edge midpoints
5086                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5087                                         VectorNormalize(right);
5088                                         VectorSubtract(end, start, up);
5089                                         VectorNormalize(up);
5090                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5091                                         //VectorSubtract(rsurface.modelorg, center, forward);
5092                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5093                                         VectorNegate(forward, forward);
5094                                         VectorReflect(forward, 0, up, forward);
5095                                         VectorNormalize(forward);
5096                                         CrossProduct(up, forward, newright);
5097                                         VectorNormalize(newright);
5098 #if 0
5099                                         Debug_PolygonBegin(NULL, 0);
5100                                         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);
5101                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5102                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5103                                         Debug_PolygonEnd();
5104 #endif
5105 #if 0
5106                                         Debug_PolygonBegin(NULL, 0);
5107                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5108                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5109                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5110                                         Debug_PolygonEnd();
5111 #endif
5112                                         // rotate the quad around the up axis vector, this is made
5113                                         // especially easy by the fact we know the quad is flat,
5114                                         // so we only have to subtract the center position and
5115                                         // measure distance along the right vector, and then
5116                                         // multiply that by the newright vector and add back the
5117                                         // center position
5118                                         // we also need to subtract the old position to undo the
5119                                         // displacement from the center, which we do with a
5120                                         // DotProduct, the subtraction/addition of center is also
5121                                         // optimized into DotProducts here
5122                                         l = DotProduct(right, center);
5123                                         for (i = 0;i < 4;i++)
5124                                         {
5125                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5126                                                 f = DotProduct(right, v1) - l;
5127                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5128                                         }
5129                                 }
5130                                 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);
5131                                 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);
5132                         }
5133                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5134                         rsurface.vertex3f_bufferobject = 0;
5135                         rsurface.vertex3f_bufferoffset = 0;
5136                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5137                         rsurface.svector3f_bufferobject = 0;
5138                         rsurface.svector3f_bufferoffset = 0;
5139                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5140                         rsurface.tvector3f_bufferobject = 0;
5141                         rsurface.tvector3f_bufferoffset = 0;
5142                         rsurface.normal3f = rsurface.array_deformednormal3f;
5143                         rsurface.normal3f_bufferobject = 0;
5144                         rsurface.normal3f_bufferoffset = 0;
5145                         break;
5146                 case Q3DEFORM_NORMAL:
5147                         // deform the normals to make reflections wavey
5148                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5149                         {
5150                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5151                                 for (j = 0;j < surface->num_vertices;j++)
5152                                 {
5153                                         float vertex[3];
5154                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5155                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5156                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5157                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5158                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5159                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5160                                         VectorNormalize(normal);
5161                                 }
5162                                 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);
5163                         }
5164                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5165                         rsurface.svector3f_bufferobject = 0;
5166                         rsurface.svector3f_bufferoffset = 0;
5167                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5168                         rsurface.tvector3f_bufferobject = 0;
5169                         rsurface.tvector3f_bufferoffset = 0;
5170                         rsurface.normal3f = rsurface.array_deformednormal3f;
5171                         rsurface.normal3f_bufferobject = 0;
5172                         rsurface.normal3f_bufferoffset = 0;
5173                         break;
5174                 case Q3DEFORM_WAVE:
5175                         // deform vertex array to make wavey water and flags and such
5176                         waveparms[0] = deform->waveparms[0];
5177                         waveparms[1] = deform->waveparms[1];
5178                         waveparms[2] = deform->waveparms[2];
5179                         waveparms[3] = deform->waveparms[3];
5180                         // this is how a divisor of vertex influence on deformation
5181                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5182                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5183                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5184                         {
5185                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5186                                 for (j = 0;j < surface->num_vertices;j++)
5187                                 {
5188                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5189                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5190                                         // if the wavefunc depends on time, evaluate it per-vertex
5191                                         if (waveparms[3])
5192                                         {
5193                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5194                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5195                                         }
5196                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5197                                 }
5198                         }
5199                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5200                         rsurface.vertex3f_bufferobject = 0;
5201                         rsurface.vertex3f_bufferoffset = 0;
5202                         break;
5203                 case Q3DEFORM_BULGE:
5204                         // deform vertex array to make the surface have moving bulges
5205                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5206                         {
5207                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5208                                 for (j = 0;j < surface->num_vertices;j++)
5209                                 {
5210                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5211                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5212                                 }
5213                         }
5214                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5215                         rsurface.vertex3f_bufferobject = 0;
5216                         rsurface.vertex3f_bufferoffset = 0;
5217                         break;
5218                 case Q3DEFORM_MOVE:
5219                         // deform vertex array
5220                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5221                         VectorScale(deform->parms, scale, waveparms);
5222                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5223                         {
5224                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5225                                 for (j = 0;j < surface->num_vertices;j++)
5226                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5227                         }
5228                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5229                         rsurface.vertex3f_bufferobject = 0;
5230                         rsurface.vertex3f_bufferoffset = 0;
5231                         break;
5232                 }
5233         }
5234         // generate texcoords based on the chosen texcoord source
5235         switch(rsurface.texture->tcgen.tcgen)
5236         {
5237         default:
5238         case Q3TCGEN_TEXTURE:
5239                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5240                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5241                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5242                 break;
5243         case Q3TCGEN_LIGHTMAP:
5244                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5245                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5246                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5247                 break;
5248         case Q3TCGEN_VECTOR:
5249                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5250                 {
5251                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5252                         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)
5253                         {
5254                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5255                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5256                         }
5257                 }
5258                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5259                 rsurface.texcoordtexture2f_bufferobject  = 0;
5260                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5261                 break;
5262         case Q3TCGEN_ENVIRONMENT:
5263                 // make environment reflections using a spheremap
5264                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5265                 {
5266                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5267                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5268                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5269                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5270                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5271                         {
5272                                 float l, d, eyedir[3];
5273                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5274                                 l = 0.5f / VectorLength(eyedir);
5275                                 d = DotProduct(normal, eyedir)*2;
5276                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5277                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5278                         }
5279                 }
5280                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5281                 rsurface.texcoordtexture2f_bufferobject  = 0;
5282                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5283                 break;
5284         }
5285         // the only tcmod that needs software vertex processing is turbulent, so
5286         // check for it here and apply the changes if needed
5287         // and we only support that as the first one
5288         // (handling a mixture of turbulent and other tcmods would be problematic
5289         //  without punting it entirely to a software path)
5290         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5291         {
5292                 amplitude = rsurface.texture->tcmods[0].parms[1];
5293                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5294                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5295                 {
5296                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5297                         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)
5298                         {
5299                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5300                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5301                         }
5302                 }
5303                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5304                 rsurface.texcoordtexture2f_bufferobject  = 0;
5305                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5306         }
5307         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5308         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5309         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5310         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5311 }
5312
5313 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5314 {
5315         int i, j;
5316         const msurface_t *surface = texturesurfacelist[0];
5317         const msurface_t *surface2;
5318         int firstvertex;
5319         int endvertex;
5320         int numvertices;
5321         int numtriangles;
5322         // TODO: lock all array ranges before render, rather than on each surface
5323         if (texturenumsurfaces == 1)
5324         {
5325                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5326                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5327         }
5328         else if (r_batchmode.integer == 2)
5329         {
5330                 #define MAXBATCHTRIANGLES 4096
5331                 int batchtriangles = 0;
5332                 int batchelements[MAXBATCHTRIANGLES*3];
5333                 for (i = 0;i < texturenumsurfaces;i = j)
5334                 {
5335                         surface = texturesurfacelist[i];
5336                         j = i + 1;
5337                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5338                         {
5339                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5340                                 continue;
5341                         }
5342                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5343                         batchtriangles = surface->num_triangles;
5344                         firstvertex = surface->num_firstvertex;
5345                         endvertex = surface->num_firstvertex + surface->num_vertices;
5346                         for (;j < texturenumsurfaces;j++)
5347                         {
5348                                 surface2 = texturesurfacelist[j];
5349                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5350                                         break;
5351                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5352                                 batchtriangles += surface2->num_triangles;
5353                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5354                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5355                         }
5356                         surface2 = texturesurfacelist[j-1];
5357                         numvertices = endvertex - firstvertex;
5358                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5359                 }
5360         }
5361         else if (r_batchmode.integer == 1)
5362         {
5363                 for (i = 0;i < texturenumsurfaces;i = j)
5364                 {
5365                         surface = texturesurfacelist[i];
5366                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5367                                 if (texturesurfacelist[j] != surface2)
5368                                         break;
5369                         surface2 = texturesurfacelist[j-1];
5370                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5371                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5372                         GL_LockArrays(surface->num_firstvertex, numvertices);
5373                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5374                 }
5375         }
5376         else
5377         {
5378                 for (i = 0;i < texturenumsurfaces;i++)
5379                 {
5380                         surface = texturesurfacelist[i];
5381                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5382                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5383                 }
5384         }
5385 }
5386
5387 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5388 {
5389         int i, planeindex, vertexindex;
5390         float d, bestd;
5391         vec3_t vert;
5392         const float *v;
5393         r_waterstate_waterplane_t *p, *bestp;
5394         msurface_t *surface;
5395         if (r_waterstate.renderingscene)
5396                 return;
5397         for (i = 0;i < texturenumsurfaces;i++)
5398         {
5399                 surface = texturesurfacelist[i];
5400                 if (lightmaptexunit >= 0)
5401                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5402                 if (deluxemaptexunit >= 0)
5403                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5404                 // pick the closest matching water plane
5405                 bestd = 0;
5406                 bestp = NULL;
5407                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5408                 {
5409                         d = 0;
5410                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5411                         {
5412                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5413                                 d += fabs(PlaneDiff(vert, &p->plane));
5414                         }
5415                         if (bestd > d || !bestp)
5416                         {
5417                                 bestd = d;
5418                                 bestp = p;
5419                         }
5420                 }
5421                 if (bestp)
5422                 {
5423                         if (refractiontexunit >= 0)
5424                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5425                         if (reflectiontexunit >= 0)
5426                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5427                 }
5428                 else
5429                 {
5430                         if (refractiontexunit >= 0)
5431                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5432                         if (reflectiontexunit >= 0)
5433                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5434                 }
5435                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5436                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5437         }
5438 }
5439
5440 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5441 {
5442         int i;
5443         int j;
5444         const msurface_t *surface = texturesurfacelist[0];
5445         const msurface_t *surface2;
5446         int firstvertex;
5447         int endvertex;
5448         int numvertices;
5449         int numtriangles;
5450         // TODO: lock all array ranges before render, rather than on each surface
5451         if (texturenumsurfaces == 1)
5452         {
5453                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5454                 if (deluxemaptexunit >= 0)
5455                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5456                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5457                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5458         }
5459         else if (r_batchmode.integer == 2)
5460         {
5461                 #define MAXBATCHTRIANGLES 4096
5462                 int batchtriangles = 0;
5463                 int batchelements[MAXBATCHTRIANGLES*3];
5464                 for (i = 0;i < texturenumsurfaces;i = j)
5465                 {
5466                         surface = texturesurfacelist[i];
5467                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5468                         if (deluxemaptexunit >= 0)
5469                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5470                         j = i + 1;
5471                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5472                         {
5473                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5474                                 continue;
5475                         }
5476                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5477                         batchtriangles = surface->num_triangles;
5478                         firstvertex = surface->num_firstvertex;
5479                         endvertex = surface->num_firstvertex + surface->num_vertices;
5480                         for (;j < texturenumsurfaces;j++)
5481                         {
5482                                 surface2 = texturesurfacelist[j];
5483                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5484                                         break;
5485                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5486                                 batchtriangles += surface2->num_triangles;
5487                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5488                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5489                         }
5490                         surface2 = texturesurfacelist[j-1];
5491                         numvertices = endvertex - firstvertex;
5492                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5493                 }
5494         }
5495         else if (r_batchmode.integer == 1)
5496         {
5497 #if 0
5498                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5499                 for (i = 0;i < texturenumsurfaces;i = j)
5500                 {
5501                         surface = texturesurfacelist[i];
5502                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5503                                 if (texturesurfacelist[j] != surface2)
5504                                         break;
5505                         Con_Printf(" %i", j - i);
5506                 }
5507                 Con_Printf("\n");
5508                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5509 #endif
5510                 for (i = 0;i < texturenumsurfaces;i = j)
5511                 {
5512                         surface = texturesurfacelist[i];
5513                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5514                         if (deluxemaptexunit >= 0)
5515                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5516                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5517                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5518                                         break;
5519 #if 0
5520                         Con_Printf(" %i", j - i);
5521 #endif
5522                         surface2 = texturesurfacelist[j-1];
5523                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5524                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5525                         GL_LockArrays(surface->num_firstvertex, numvertices);
5526                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5527                 }
5528 #if 0
5529                 Con_Printf("\n");
5530 #endif
5531         }
5532         else
5533         {
5534                 for (i = 0;i < texturenumsurfaces;i++)
5535                 {
5536                         surface = texturesurfacelist[i];
5537                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5538                         if (deluxemaptexunit >= 0)
5539                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5540                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5541                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5542                 }
5543         }
5544 }
5545
5546 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5547 {
5548         int j;
5549         int texturesurfaceindex;
5550         if (r_showsurfaces.integer == 2)
5551         {
5552                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5553                 {
5554                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5555                         for (j = 0;j < surface->num_triangles;j++)
5556                         {
5557                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5558                                 GL_Color(f, f, f, 1);
5559                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5560                         }
5561                 }
5562         }
5563         else
5564         {
5565                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5566                 {
5567                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5568                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5569                         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);
5570                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5571                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5572                 }
5573         }
5574 }
5575
5576 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5577 {
5578         int texturesurfaceindex;
5579         int i;
5580         float f;
5581         float *v, *c, *c2;
5582         if (rsurface.lightmapcolor4f)
5583         {
5584                 // generate color arrays for the surfaces in this list
5585                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5586                 {
5587                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5588                         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)
5589                         {
5590                                 f = FogPoint_Model(v);
5591                                 c2[0] = c[0] * f;
5592                                 c2[1] = c[1] * f;
5593                                 c2[2] = c[2] * f;
5594                                 c2[3] = c[3];
5595                         }
5596                 }
5597         }
5598         else
5599         {
5600                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5601                 {
5602                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5603                         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)
5604                         {
5605                                 f = FogPoint_Model(v);
5606                                 c2[0] = f;
5607                                 c2[1] = f;
5608                                 c2[2] = f;
5609                                 c2[3] = 1;
5610                         }
5611                 }
5612         }
5613         rsurface.lightmapcolor4f = rsurface.array_color4f;
5614         rsurface.lightmapcolor4f_bufferobject = 0;
5615         rsurface.lightmapcolor4f_bufferoffset = 0;
5616 }
5617
5618 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5619 {
5620         int texturesurfaceindex;
5621         int i;
5622         float *c, *c2;
5623         if (!rsurface.lightmapcolor4f)
5624                 return;
5625         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5626         {
5627                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5628                 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)
5629                 {
5630                         c2[0] = c[0] * r;
5631                         c2[1] = c[1] * g;
5632                         c2[2] = c[2] * b;
5633                         c2[3] = c[3] * a;
5634                 }
5635         }
5636         rsurface.lightmapcolor4f = rsurface.array_color4f;
5637         rsurface.lightmapcolor4f_bufferobject = 0;
5638         rsurface.lightmapcolor4f_bufferoffset = 0;
5639 }
5640
5641 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5642 {
5643         // TODO: optimize
5644         rsurface.lightmapcolor4f = NULL;
5645         rsurface.lightmapcolor4f_bufferobject = 0;
5646         rsurface.lightmapcolor4f_bufferoffset = 0;
5647         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5648         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5649         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5650         GL_Color(r, g, b, a);
5651         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5652 }
5653
5654 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5655 {
5656         // TODO: optimize applyfog && applycolor case
5657         // just apply fog if necessary, and tint the fog color array if necessary
5658         rsurface.lightmapcolor4f = NULL;
5659         rsurface.lightmapcolor4f_bufferobject = 0;
5660         rsurface.lightmapcolor4f_bufferoffset = 0;
5661         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5662         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5663         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5664         GL_Color(r, g, b, a);
5665         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5666 }
5667
5668 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5669 {
5670         int texturesurfaceindex;
5671         int i;
5672         float *c;
5673         // TODO: optimize
5674         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5675         {
5676                 // generate color arrays for the surfaces in this list
5677                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5678                 {
5679                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5680                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5681                         {
5682                                 if (surface->lightmapinfo->samples)
5683                                 {
5684                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5685                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5686                                         VectorScale(lm, scale, c);
5687                                         if (surface->lightmapinfo->styles[1] != 255)
5688                                         {
5689                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5690                                                 lm += size3;
5691                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5692                                                 VectorMA(c, scale, lm, c);
5693                                                 if (surface->lightmapinfo->styles[2] != 255)
5694                                                 {
5695                                                         lm += size3;
5696                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5697                                                         VectorMA(c, scale, lm, c);
5698                                                         if (surface->lightmapinfo->styles[3] != 255)
5699                                                         {
5700                                                                 lm += size3;
5701                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5702                                                                 VectorMA(c, scale, lm, c);
5703                                                         }
5704                                                 }
5705                                         }
5706                                 }
5707                                 else
5708                                         VectorClear(c);
5709                                 c[3] = 1;
5710                         }
5711                 }
5712                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5713                 rsurface.lightmapcolor4f_bufferobject = 0;
5714                 rsurface.lightmapcolor4f_bufferoffset = 0;
5715         }
5716         else
5717         {
5718                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5719                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5720                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5721         }
5722         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5723         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5724         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5725         GL_Color(r, g, b, a);
5726         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5727 }
5728
5729 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5730 {
5731         int texturesurfaceindex;
5732         int i;
5733         float f;
5734         float *v, *c, *c2;
5735         vec3_t ambientcolor;
5736         vec3_t diffusecolor;
5737         vec3_t lightdir;
5738         // TODO: optimize
5739         // model lighting
5740         VectorCopy(rsurface.modellight_lightdir, lightdir);
5741         f = 0.5f * r_refdef.lightmapintensity;
5742         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5743         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5744         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5745         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5746         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5747         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5748         if (VectorLength2(diffusecolor) > 0)
5749         {
5750                 // generate color arrays for the surfaces in this list
5751                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5752                 {
5753                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5754                         int numverts = surface->num_vertices;
5755                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5756                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5757                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5758                         // q3-style directional shading
5759                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5760                         {
5761                                 if ((f = DotProduct(c2, lightdir)) > 0)
5762                                         VectorMA(ambientcolor, f, diffusecolor, c);
5763                                 else
5764                                         VectorCopy(ambientcolor, c);
5765                                 c[3] = a;
5766                         }
5767                 }
5768                 r = 1;
5769                 g = 1;
5770                 b = 1;
5771                 a = 1;
5772                 applycolor = false;
5773                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5774                 rsurface.lightmapcolor4f_bufferobject = 0;
5775                 rsurface.lightmapcolor4f_bufferoffset = 0;
5776         }
5777         else
5778         {
5779                 r = ambientcolor[0];
5780                 g = ambientcolor[1];
5781                 b = ambientcolor[2];
5782                 rsurface.lightmapcolor4f = NULL;
5783                 rsurface.lightmapcolor4f_bufferobject = 0;
5784                 rsurface.lightmapcolor4f_bufferoffset = 0;
5785         }
5786         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5787         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5788         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5789         GL_Color(r, g, b, a);
5790         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5791 }
5792
5793 void RSurf_SetupDepthAndCulling(void)
5794 {
5795         // submodels are biased to avoid z-fighting with world surfaces that they
5796         // may be exactly overlapping (avoids z-fighting artifacts on certain
5797         // doors and things in Quake maps)
5798         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5799         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5800         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5801         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5802 }
5803
5804 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5805 {
5806         // transparent sky would be ridiculous
5807         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5808                 return;
5809         R_SetupGenericShader(false);
5810         if (skyrendernow)
5811         {
5812                 skyrendernow = false;
5813                 // we have to force off the water clipping plane while rendering sky
5814                 R_SetupView(false);
5815                 R_Sky();
5816                 R_SetupView(true);
5817                 // restore entity matrix
5818                 R_Mesh_Matrix(&rsurface.matrix);
5819         }
5820         RSurf_SetupDepthAndCulling();
5821         GL_DepthMask(true);
5822         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5823         // skymasking on them, and Quake3 never did sky masking (unlike
5824         // software Quake and software Quake2), so disable the sky masking
5825         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5826         // and skymasking also looks very bad when noclipping outside the
5827         // level, so don't use it then either.
5828         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5829         {
5830                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5831                 R_Mesh_ColorPointer(NULL, 0, 0);
5832                 R_Mesh_ResetTextureState();
5833                 if (skyrendermasked)
5834                 {
5835                         R_SetupDepthOrShadowShader();
5836                         // depth-only (masking)
5837                         GL_ColorMask(0,0,0,0);
5838                         // just to make sure that braindead drivers don't draw
5839                         // anything despite that colormask...
5840                         GL_BlendFunc(GL_ZERO, GL_ONE);
5841                 }
5842                 else
5843                 {
5844                         R_SetupGenericShader(false);
5845                         // fog sky
5846                         GL_BlendFunc(GL_ONE, GL_ZERO);
5847                 }
5848                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5849                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5850                 if (skyrendermasked)
5851                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5852         }
5853         R_Mesh_ResetTextureState();
5854         GL_Color(1, 1, 1, 1);
5855 }
5856
5857 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5858 {
5859         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5860                 return;
5861
5862         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5863         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5864         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5865         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5866         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5867         if (rsurface.texture->backgroundcurrentskinframe)
5868         {
5869                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5870                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5871                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5872                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5873         }
5874         if(rsurface.texture->colormapping)
5875         {
5876                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5877                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5878         }
5879         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5880         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5881                 R_Mesh_ColorPointer(NULL, 0, 0);
5882         else
5883                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5884
5885         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5886         {
5887                 // render background
5888                 GL_BlendFunc(GL_ONE, GL_ZERO);
5889                 GL_DepthMask(true);
5890                 GL_AlphaTest(false);
5891
5892                 GL_Color(1, 1, 1, 1);
5893                 R_Mesh_ColorPointer(NULL, 0, 0);
5894
5895                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5896                 if (r_glsl_permutation)
5897                 {
5898                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5899                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5900                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5901                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5902                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5903                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5904                         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);
5905                 }
5906                 GL_LockArrays(0, 0);
5907
5908                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5909                 GL_DepthMask(false);
5910                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5911                         R_Mesh_ColorPointer(NULL, 0, 0);
5912                 else
5913                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5914                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5915                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5916         }
5917
5918         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5919         if (!r_glsl_permutation)
5920                 return;
5921
5922         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5923         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5924         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5925         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5926         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5927         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5928
5929         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5930         {
5931                 GL_BlendFunc(GL_ONE, GL_ZERO);
5932                 GL_DepthMask(true);
5933                 GL_AlphaTest(false);
5934         }
5935         else
5936         {
5937                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5938                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5939                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5940         }
5941
5942         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5943         {
5944                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5945                         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);
5946                 else
5947                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5948         }
5949         else
5950         {
5951                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5952                         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);
5953                 else
5954                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5955         }
5956         GL_LockArrays(0, 0);
5957 }
5958
5959 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5960 {
5961         // OpenGL 1.3 path - anything not completely ancient
5962         int texturesurfaceindex;
5963         qboolean applycolor;
5964         qboolean applyfog;
5965         rmeshstate_t m;
5966         int layerindex;
5967         const texturelayer_t *layer;
5968         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5969
5970         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5971         {
5972                 vec4_t layercolor;
5973                 int layertexrgbscale;
5974                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5975                 {
5976                         if (layerindex == 0)
5977                                 GL_AlphaTest(true);
5978                         else
5979                         {
5980                                 GL_AlphaTest(false);
5981                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5982                         }
5983                 }
5984                 GL_DepthMask(layer->depthmask && writedepth);
5985                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5986                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5987                 {
5988                         layertexrgbscale = 4;
5989                         VectorScale(layer->color, 0.25f, layercolor);
5990                 }
5991                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5992                 {
5993                         layertexrgbscale = 2;
5994                         VectorScale(layer->color, 0.5f, layercolor);
5995                 }
5996                 else
5997                 {
5998                         layertexrgbscale = 1;
5999                         VectorScale(layer->color, 1.0f, layercolor);
6000                 }
6001                 layercolor[3] = layer->color[3];
6002                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6003                 R_Mesh_ColorPointer(NULL, 0, 0);
6004                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6005                 switch (layer->type)
6006                 {
6007                 case TEXTURELAYERTYPE_LITTEXTURE:
6008                         memset(&m, 0, sizeof(m));
6009                         m.tex[0] = R_GetTexture(r_texture_white);
6010                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6011                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6012                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6013                         m.tex[1] = R_GetTexture(layer->texture);
6014                         m.texmatrix[1] = layer->texmatrix;
6015                         m.texrgbscale[1] = layertexrgbscale;
6016                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6017                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6018                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6019                         R_Mesh_TextureState(&m);
6020                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6021                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6022                         else if (rsurface.uselightmaptexture)
6023                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6024                         else
6025                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6026                         break;
6027                 case TEXTURELAYERTYPE_TEXTURE:
6028                         memset(&m, 0, sizeof(m));
6029                         m.tex[0] = R_GetTexture(layer->texture);
6030                         m.texmatrix[0] = layer->texmatrix;
6031                         m.texrgbscale[0] = layertexrgbscale;
6032                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6033                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6034                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6035                         R_Mesh_TextureState(&m);
6036                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6037                         break;
6038                 case TEXTURELAYERTYPE_FOG:
6039                         memset(&m, 0, sizeof(m));
6040                         m.texrgbscale[0] = layertexrgbscale;
6041                         if (layer->texture)
6042                         {
6043                                 m.tex[0] = R_GetTexture(layer->texture);
6044                                 m.texmatrix[0] = layer->texmatrix;
6045                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6046                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6047                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6048                         }
6049                         R_Mesh_TextureState(&m);
6050                         // generate a color array for the fog pass
6051                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6052                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6053                         {
6054                                 int i;
6055                                 float f, *v, *c;
6056                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6057                                 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)
6058                                 {
6059                                         f = 1 - FogPoint_Model(v);
6060                                         c[0] = layercolor[0];
6061                                         c[1] = layercolor[1];
6062                                         c[2] = layercolor[2];
6063                                         c[3] = f * layercolor[3];
6064                                 }
6065                         }
6066                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6067                         break;
6068                 default:
6069                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6070                 }
6071                 GL_LockArrays(0, 0);
6072         }
6073         CHECKGLERROR
6074         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6075         {
6076                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6077                 GL_AlphaTest(false);
6078         }
6079 }
6080
6081 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6082 {
6083         // OpenGL 1.1 - crusty old voodoo path
6084         int texturesurfaceindex;
6085         qboolean applyfog;
6086         rmeshstate_t m;
6087         int layerindex;
6088         const texturelayer_t *layer;
6089         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6090
6091         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6092         {
6093                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6094                 {
6095                         if (layerindex == 0)
6096                                 GL_AlphaTest(true);
6097                         else
6098                         {
6099                                 GL_AlphaTest(false);
6100                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6101                         }
6102                 }
6103                 GL_DepthMask(layer->depthmask && writedepth);
6104                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6105                 R_Mesh_ColorPointer(NULL, 0, 0);
6106                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6107                 switch (layer->type)
6108                 {
6109                 case TEXTURELAYERTYPE_LITTEXTURE:
6110                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6111                         {
6112                                 // two-pass lit texture with 2x rgbscale
6113                                 // first the lightmap pass
6114                                 memset(&m, 0, sizeof(m));
6115                                 m.tex[0] = R_GetTexture(r_texture_white);
6116                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6117                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6118                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6119                                 R_Mesh_TextureState(&m);
6120                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6121                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6122                                 else if (rsurface.uselightmaptexture)
6123                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6124                                 else
6125                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6126                                 GL_LockArrays(0, 0);
6127                                 // then apply the texture to it
6128                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6129                                 memset(&m, 0, sizeof(m));
6130                                 m.tex[0] = R_GetTexture(layer->texture);
6131                                 m.texmatrix[0] = layer->texmatrix;
6132                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6133                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6134                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6135                                 R_Mesh_TextureState(&m);
6136                                 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);
6137                         }
6138                         else
6139                         {
6140                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6141                                 memset(&m, 0, sizeof(m));
6142                                 m.tex[0] = R_GetTexture(layer->texture);
6143                                 m.texmatrix[0] = layer->texmatrix;
6144                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6145                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6146                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6147                                 R_Mesh_TextureState(&m);
6148                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6149                                         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);
6150                                 else
6151                                         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);
6152                         }
6153                         break;
6154                 case TEXTURELAYERTYPE_TEXTURE:
6155                         // singletexture unlit texture with transparency support
6156                         memset(&m, 0, sizeof(m));
6157                         m.tex[0] = R_GetTexture(layer->texture);
6158                         m.texmatrix[0] = layer->texmatrix;
6159                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6160                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6161                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6162                         R_Mesh_TextureState(&m);
6163                         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);
6164                         break;
6165                 case TEXTURELAYERTYPE_FOG:
6166                         // singletexture fogging
6167                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6168                         if (layer->texture)
6169                         {
6170                                 memset(&m, 0, sizeof(m));
6171                                 m.tex[0] = R_GetTexture(layer->texture);
6172                                 m.texmatrix[0] = layer->texmatrix;
6173                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6174                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6175                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6176                                 R_Mesh_TextureState(&m);
6177                         }
6178                         else
6179                                 R_Mesh_ResetTextureState();
6180                         // generate a color array for the fog pass
6181                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6182                         {
6183                                 int i;
6184                                 float f, *v, *c;
6185                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6186                                 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)
6187                                 {
6188                                         f = 1 - FogPoint_Model(v);
6189                                         c[0] = layer->color[0];
6190                                         c[1] = layer->color[1];
6191                                         c[2] = layer->color[2];
6192                                         c[3] = f * layer->color[3];
6193                                 }
6194                         }
6195                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6196                         break;
6197                 default:
6198                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6199                 }
6200                 GL_LockArrays(0, 0);
6201         }
6202         CHECKGLERROR
6203         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6204         {
6205                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6206                 GL_AlphaTest(false);
6207         }
6208 }
6209
6210 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6211 {
6212         CHECKGLERROR
6213         RSurf_SetupDepthAndCulling();
6214         if (r_glsl.integer && gl_support_fragment_shader)
6215                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6216         else if (gl_combine.integer && r_textureunits.integer >= 2)
6217                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6218         else
6219                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6220         CHECKGLERROR
6221 }
6222
6223 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6224 {
6225         int i, j;
6226         int texturenumsurfaces, endsurface;
6227         texture_t *texture;
6228         msurface_t *surface;
6229         msurface_t *texturesurfacelist[1024];
6230
6231         // if the model is static it doesn't matter what value we give for
6232         // wantnormals and wanttangents, so this logic uses only rules applicable
6233         // to a model, knowing that they are meaningless otherwise
6234         if (ent == r_refdef.scene.worldentity)
6235                 RSurf_ActiveWorldEntity();
6236         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6237                 RSurf_ActiveModelEntity(ent, false, false);
6238         else
6239                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6240
6241         for (i = 0;i < numsurfaces;i = j)
6242         {
6243                 j = i + 1;
6244                 surface = rsurface.modelsurfaces + surfacelist[i];
6245                 texture = surface->texture;
6246                 R_UpdateTextureInfo(ent, texture);
6247                 rsurface.texture = texture->currentframe;
6248                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6249                 // scan ahead until we find a different texture
6250                 endsurface = min(i + 1024, numsurfaces);
6251                 texturenumsurfaces = 0;
6252                 texturesurfacelist[texturenumsurfaces++] = surface;
6253                 for (;j < endsurface;j++)
6254                 {
6255                         surface = rsurface.modelsurfaces + surfacelist[j];
6256                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6257                                 break;
6258                         texturesurfacelist[texturenumsurfaces++] = surface;
6259                 }
6260                 // render the range of surfaces
6261                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6262         }
6263         GL_AlphaTest(false);
6264 }
6265
6266 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6267 {
6268         CHECKGLERROR
6269         if (depthonly)
6270         {
6271                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6272                         return;
6273                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6274                         return;
6275                 RSurf_SetupDepthAndCulling();
6276                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6277                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6278         }
6279         else if (r_showsurfaces.integer)
6280         {
6281                 RSurf_SetupDepthAndCulling();
6282                 GL_DepthTest(true);
6283                 GL_BlendFunc(GL_ONE, GL_ZERO);
6284                 GL_DepthMask(true);
6285                 GL_AlphaTest(false);
6286                 R_Mesh_ColorPointer(NULL, 0, 0);
6287                 R_Mesh_ResetTextureState();
6288                 R_SetupGenericShader(false);
6289                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6290                 if (!r_refdef.view.showdebug)
6291                 {
6292                         GL_Color(0, 0, 0, 1);
6293                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6294                 }
6295                 else
6296                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6297         }
6298         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6299                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6300         else if (!rsurface.texture->currentnumlayers)
6301                 return;
6302         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6303         {
6304                 // transparent surfaces get pushed off into the transparent queue
6305                 int surfacelistindex;
6306                 const msurface_t *surface;
6307                 vec3_t tempcenter, center;
6308                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6309                 {
6310                         surface = texturesurfacelist[surfacelistindex];
6311                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6312                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6313                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6314                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6315                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6316                 }
6317         }
6318         else
6319         {
6320                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6321                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6322         }
6323         CHECKGLERROR
6324 }
6325
6326 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6327 {
6328         int i, j;
6329         texture_t *texture;
6330         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6331         if (addwaterplanes)
6332         {
6333                 for (i = 0;i < numsurfaces;i++)
6334                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6335                                 R_Water_AddWaterPlane(surfacelist[i]);
6336                 return;
6337         }
6338         // break the surface list down into batches by texture and use of lightmapping
6339         for (i = 0;i < numsurfaces;i = j)
6340         {
6341                 j = i + 1;
6342                 // texture is the base texture pointer, rsurface.texture is the
6343                 // current frame/skin the texture is directing us to use (for example
6344                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6345                 // use skin 1 instead)
6346                 texture = surfacelist[i]->texture;
6347                 rsurface.texture = texture->currentframe;
6348                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6349                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6350                 {
6351                         // if this texture is not the kind we want, skip ahead to the next one
6352                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6353                                 ;
6354                         continue;
6355                 }
6356                 // simply scan ahead until we find a different texture or lightmap state
6357                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6358                         ;
6359                 // render the range of surfaces
6360                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6361         }
6362 }
6363
6364 float locboxvertex3f[6*4*3] =
6365 {
6366         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6367         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6368         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6369         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6370         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6371         1,0,0, 0,0,0, 0,1,0, 1,1,0
6372 };
6373
6374 int locboxelement3i[6*2*3] =
6375 {
6376          0, 1, 2, 0, 2, 3,
6377          4, 5, 6, 4, 6, 7,
6378          8, 9,10, 8,10,11,
6379         12,13,14, 12,14,15,
6380         16,17,18, 16,18,19,
6381         20,21,22, 20,22,23
6382 };
6383
6384 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6385 {
6386         int i, j;
6387         cl_locnode_t *loc = (cl_locnode_t *)ent;
6388         vec3_t mins, size;
6389         float vertex3f[6*4*3];
6390         CHECKGLERROR
6391         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6392         GL_DepthMask(false);
6393         GL_DepthRange(0, 1);
6394         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6395         GL_DepthTest(true);
6396         GL_CullFace(GL_NONE);
6397         R_Mesh_Matrix(&identitymatrix);
6398
6399         R_Mesh_VertexPointer(vertex3f, 0, 0);
6400         R_Mesh_ColorPointer(NULL, 0, 0);
6401         R_Mesh_ResetTextureState();
6402         R_SetupGenericShader(false);
6403
6404         i = surfacelist[0];
6405         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6406                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6407                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6408                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6409
6410         if (VectorCompare(loc->mins, loc->maxs))
6411         {
6412                 VectorSet(size, 2, 2, 2);
6413                 VectorMA(loc->mins, -0.5f, size, mins);
6414         }
6415         else
6416         {
6417                 VectorCopy(loc->mins, mins);
6418                 VectorSubtract(loc->maxs, loc->mins, size);
6419         }
6420
6421         for (i = 0;i < 6*4*3;)
6422                 for (j = 0;j < 3;j++, i++)
6423                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6424
6425         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6426 }
6427
6428 void R_DrawLocs(void)
6429 {
6430         int index;
6431         cl_locnode_t *loc, *nearestloc;
6432         vec3_t center;
6433         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6434         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6435         {
6436                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6437                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6438         }
6439 }
6440
6441 void R_DrawDebugModel(entity_render_t *ent)
6442 {
6443         int i, j, k, l, flagsmask;
6444         const int *elements;
6445         q3mbrush_t *brush;
6446         msurface_t *surface;
6447         model_t *model = ent->model;
6448         vec3_t v;
6449
6450         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6451
6452         R_Mesh_ColorPointer(NULL, 0, 0);
6453         R_Mesh_ResetTextureState();
6454         R_SetupGenericShader(false);
6455         GL_DepthRange(0, 1);
6456         GL_DepthTest(!r_showdisabledepthtest.integer);
6457         GL_DepthMask(false);
6458         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6459
6460         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6461         {
6462                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6463                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6464                 {
6465                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6466                         {
6467                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6468                                 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);
6469                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6470                         }
6471                 }
6472                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6473                 {
6474                         if (surface->num_collisiontriangles)
6475                         {
6476                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6477                                 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);
6478                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6479                         }
6480                 }
6481         }
6482
6483         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6484
6485         if (r_showtris.integer || r_shownormals.integer)
6486         {
6487                 if (r_showdisabledepthtest.integer)
6488                 {
6489                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6490                         GL_DepthMask(false);
6491                 }
6492                 else
6493                 {
6494                         GL_BlendFunc(GL_ONE, GL_ZERO);
6495                         GL_DepthMask(true);
6496                 }
6497                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6498                 {
6499                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6500                                 continue;
6501                         rsurface.texture = surface->texture->currentframe;
6502                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6503                         {
6504                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6505                                 if (r_showtris.value > 0)
6506                                 {
6507                                         if (!rsurface.texture->currentlayers->depthmask)
6508                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6509                                         else if (ent == r_refdef.scene.worldentity)
6510                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6511                                         else
6512                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6513                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6514                                         CHECKGLERROR
6515                                         qglBegin(GL_LINES);
6516                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6517                                         {
6518 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6519                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6520                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6521                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6522                                         }
6523                                         qglEnd();
6524                                         CHECKGLERROR
6525                                 }
6526                                 if (r_shownormals.value > 0)
6527                                 {
6528                                         qglBegin(GL_LINES);
6529                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6530                                         {
6531                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6532                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6533                                                 qglVertex3f(v[0], v[1], v[2]);
6534                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6535                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6536                                                 qglVertex3f(v[0], v[1], v[2]);
6537                                         }
6538                                         qglEnd();
6539                                         CHECKGLERROR
6540                                         qglBegin(GL_LINES);
6541                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6542                                         {
6543                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6544                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6545                                                 qglVertex3f(v[0], v[1], v[2]);
6546                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6547                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6548                                                 qglVertex3f(v[0], v[1], v[2]);
6549                                         }
6550                                         qglEnd();
6551                                         CHECKGLERROR
6552                                         qglBegin(GL_LINES);
6553                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6554                                         {
6555                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6556                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6557                                                 qglVertex3f(v[0], v[1], v[2]);
6558                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6559                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6560                                                 qglVertex3f(v[0], v[1], v[2]);
6561                                         }
6562                                         qglEnd();
6563                                         CHECKGLERROR
6564                                 }
6565                         }
6566                 }
6567                 rsurface.texture = NULL;
6568         }
6569 }
6570
6571 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6572 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6573 {
6574         int i, j, endj, f, flagsmask;
6575         msurface_t *surface;
6576         texture_t *t;
6577         model_t *model = r_refdef.scene.worldmodel;
6578         const int maxsurfacelist = 1024;
6579         int numsurfacelist = 0;
6580         msurface_t *surfacelist[1024];
6581         if (model == NULL)
6582                 return;
6583
6584         RSurf_ActiveWorldEntity();
6585
6586         // update light styles on this submodel
6587         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6588         {
6589                 model_brush_lightstyleinfo_t *style;
6590                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6591                 {
6592                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6593                         {
6594                                 msurface_t *surfaces = model->data_surfaces;
6595                                 int *list = style->surfacelist;
6596                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6597                                 for (j = 0;j < style->numsurfaces;j++)
6598                                         surfaces[list[j]].cached_dlight = true;
6599                         }
6600                 }
6601         }
6602
6603         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6604         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6605
6606         if (debug)
6607         {
6608                 R_DrawDebugModel(r_refdef.scene.worldentity);
6609                 return;
6610         }
6611
6612         f = 0;
6613         t = NULL;
6614         rsurface.uselightmaptexture = false;
6615         rsurface.texture = NULL;
6616         rsurface.rtlight = NULL;
6617         numsurfacelist = 0;
6618         j = model->firstmodelsurface;
6619         endj = j + model->nummodelsurfaces;
6620         while (j < endj)
6621         {
6622                 // quickly skip over non-visible surfaces
6623                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6624                         ;
6625                 // quickly iterate over visible surfaces
6626                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6627                 {
6628                         // process this surface
6629                         surface = model->data_surfaces + j;
6630                         // if this surface fits the criteria, add it to the list
6631                         if (surface->num_triangles)
6632                         {
6633                                 // if lightmap parameters changed, rebuild lightmap texture
6634                                 if (surface->cached_dlight)
6635                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6636                                 // add face to draw list
6637                                 surfacelist[numsurfacelist++] = surface;
6638                                 r_refdef.stats.world_triangles += surface->num_triangles;
6639                                 if (numsurfacelist >= maxsurfacelist)
6640                                 {
6641                                         r_refdef.stats.world_surfaces += numsurfacelist;
6642                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6643                                         numsurfacelist = 0;
6644                                 }
6645                         }
6646                 }
6647         }
6648         r_refdef.stats.world_surfaces += numsurfacelist;
6649         if (numsurfacelist)
6650                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6651         GL_AlphaTest(false);
6652 }
6653
6654 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6655 {
6656         int i, j, f, flagsmask;
6657         msurface_t *surface, *endsurface;
6658         texture_t *t;
6659         model_t *model = ent->model;
6660         const int maxsurfacelist = 1024;
6661         int numsurfacelist = 0;
6662         msurface_t *surfacelist[1024];
6663         if (model == NULL)
6664                 return;
6665
6666         // if the model is static it doesn't matter what value we give for
6667         // wantnormals and wanttangents, so this logic uses only rules applicable
6668         // to a model, knowing that they are meaningless otherwise
6669         if (ent == r_refdef.scene.worldentity)
6670                 RSurf_ActiveWorldEntity();
6671         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6672                 RSurf_ActiveModelEntity(ent, false, false);
6673         else
6674                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6675
6676         // update light styles
6677         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6678         {
6679                 model_brush_lightstyleinfo_t *style;
6680                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6681                 {
6682                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6683                         {
6684                                 msurface_t *surfaces = model->data_surfaces;
6685                                 int *list = style->surfacelist;
6686                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6687                                 for (j = 0;j < style->numsurfaces;j++)
6688                                         surfaces[list[j]].cached_dlight = true;
6689                         }
6690                 }
6691         }
6692
6693         R_UpdateAllTextureInfo(ent);
6694         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6695
6696         if (debug)
6697         {
6698                 R_DrawDebugModel(ent);
6699                 return;
6700         }
6701
6702         f = 0;
6703         t = NULL;
6704         rsurface.uselightmaptexture = false;
6705         rsurface.texture = NULL;
6706         rsurface.rtlight = NULL;
6707         numsurfacelist = 0;
6708         surface = model->data_surfaces + model->firstmodelsurface;
6709         endsurface = surface + model->nummodelsurfaces;
6710         for (;surface < endsurface;surface++)
6711         {
6712                 // if this surface fits the criteria, add it to the list
6713                 if (surface->num_triangles)
6714                 {
6715                         // if lightmap parameters changed, rebuild lightmap texture
6716                         if (surface->cached_dlight)
6717                                 R_BuildLightMap(ent, surface);
6718                         // add face to draw list
6719                         surfacelist[numsurfacelist++] = surface;
6720                         r_refdef.stats.entities_triangles += surface->num_triangles;
6721                         if (numsurfacelist >= maxsurfacelist)
6722                         {
6723                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6724                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6725                                 numsurfacelist = 0;
6726                         }
6727                 }
6728         }
6729         r_refdef.stats.entities_surfaces += numsurfacelist;
6730         if (numsurfacelist)
6731                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6732         GL_AlphaTest(false);
6733 }